#HELPS 0 !~ Syntax: ! ! repeats the last command you typed. ~ 1 "ADDPILOT" "REMPILOT"~ . Syntax : Addpilot (name) Syntax : Rempilot (name) Used for adding and remove pilots from your ship. Must be used in the cockpit of the ship. ~ 1 "BOUNTY HUNTER"~ A bounty hunter is a serious profession in the Star Wars Universe. The are both loved and hated by all. In the current set up the only way to increase bounty hunting levels is buy collecting bounties. See also help bounty, help death. ~ 1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~ &BPiloting &G&WSkill: &YStarfighters &BPiloting &G&WLevel: 1 &BPiloting &G&WSkill: &YMidships &BPiloting &G&WLevel: 30 &BPiloting &G&WSkill: &YCapital Ships &BPiloting &G&WLevel: 90 These skills allow you to fly the ships of their respective size. Each is automatic once it is practiced. ~ 1 "DARK JEDI"~ ~ 1 "DARK LORD"~ ~ 70 "FOCUS STRENGTH"~ .&OBounty Hunting &G&WSkill: &YFocus Strength &OBounty Hunting &G&WLevel: 70 &G&WSyntax: &YFocus Strength &YFocus Strength &G&Wwill allow you to increase your strength for a period of time, allowing you to carry more weight or wield larger weapons. ~ 1 "HEIGHTENED STRENGTH"~ .&OBounty Hunting &G&WSkill: &YHeightened Strength &OBounty Hunting &G&WLevel: 85 &G&WSyntax: &YHeightened Strength &G&WThis skill increases your hitroll for a short period of time. ~ 80 "INNER STRENGTH"~ .&OBounty Hunting &G&WSkill: &YInner Strength &OBounty Hunting &G&WLevel: 80 &G&WSyntax: &YInner Strength &G&WThis skill will increase both your constitution and your max hp for a short period of time. ~ 1 "JEDI MASTER"~ ~ -1 "MON CALAMARI" "MON CALAMARIAN"~ ~ 1 "PICK SHIP LOCK"~ .&zSmuggling &G&WSkill: &yPick Ship Lock &zSmuggling &G&WLevel: 90 &G&WSyntax: &YPick Ship &G&W(ship) A useful skill if you wish to borrow someone's ship for a time. 'Borrowing' ships constitutes reason for the owner to retaliate though. ~ 1 "SEE MASKING"~ .&OBounty Hunting &G&WSkill: &YSee Masking &OBounty Hunting &G&WLevel: 60 &G&WSyntax: &YSee Masking &G&WThis skill adjusts your vision so that masked objects and people are visible to you. ~ 1 "SHIP SYSTEMS" ~ .&BPiloting &G&WSkill: &YShip Systems &BPiloting &G&WLevel: 1 &G&WSyntax: &YStat &G&WThis is a skill that allows &Bpilots &G&Wto check a ship's current statis while inside its engine room. ~ 1 "SPACE COMBAT 1" "SPACE COMBAT 2" "SPACE COMBAT 3"~ .&BPiloting &G&WSkill: &YSpace Combat 1 &BPiloting &G&WLevel: 25 &BPiloting &G&WSkill: &YSpace Combat 2 &BPiloting &G&WLevel: 65 &BPiloting &G&WSkill: &YSpace Combat 3 &BPiloting &G&WLevel: 100 All the &YSpace Combat &G&Wskills add to your probability of destroying another ship while engaged in &YSpace Combat&G&W. This is an automatic skill once practiced. ~ 1 "WEAPON SYSTEMS"~ .&BPiloting &G&WSkill: &YWeapon Systems &BPiloting &G&WLevel: 2 The &YWeapon Systems &G&Wskill allows you to use the weapon systems of the various spacecraft in the galaxy. You need to know this skill before &Ytargeting &G&Wanother ship with your radar for example. ~ 1 -PK- PK PKILL PKILLING~ &G&WPlayer Killing is legal on UR. However please note the following: If you kill a player who doesn't have a bounty on their head you better have a very good reason for killing them. Killing a person because they are smuggling a crate or you overheard them asking someone to teach them how to &Yvandalize&G&W, &Ymake spice&G&W, or &Ybomb planets &G&Ware not good reasons to kill, that's what the skills: &Yjail&G&W, &Ytorture&G&W, or &Ystunning &G&W(beating them up) is for. In any case, the best would be to get the opinion of a PR imm of your kill before acting. Otherwise, repeated non-ic kills will get you slayed or banned from UR. &RPlease Note&G&W: Newbie killing is greatly discouraged. Killing should always be kept in character. ~ 101 AASSIGN~ Syntax: aassign <filename>.are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. Warning!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself, you must either have that area bestowed to you or you must be Greater God+. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by a member of the Area Council or you must be Exalted+. Even if you have the area bestowed to you, only Lesser+ can assign themselves nonproto areas. See BESTOWAREA ~ 192 ABORT~ .&G&W&PMedical &G&WSkill: &YAbort &PMedical &G&WLevel: 10 &G&WSyntax: &YAbort &G&W(name) &WCredit for this skill goes to skyrunner. ~ 1 ACCELRATE VELOCITY~ . Syntax : Accelerate (speed) Syntax : Velocity (speed) This command sets your ship's speed when not in hyperspace. ~ 101 ACTFLAGS~ sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. See MSET. ~ 1 ACUTE_AWARNESS~ .&OBounty Hunting &G&WSkill: &YAcute_awarness &OBounty Hunting &G&WLevel: 50 &G&WSyntax: &YAcute_awarness &G&WThis skill adds to your ability to detect the hidden for a short period of time. ~ 1 ACUTE_DAMAGE~ .&OBounty Hunting &G&WSkill: &YAcute_damage &OBounty Hunting &G&WLevel: 99 &G&WSyntax: &YAcute_damage &G&WThis skill will add a bonus to your damroll for a short period of time. ~ -1 AD ADS ADVERTISING~ It is against the rules of this mud to advertise another mud either on public channels (say, chat, ask, answer, shout, yell, music, quest, avatar, newbiechat, any guild, order, clan or council channel, wartalk or racetalk), through your title, description, or biography or via leaving a note on any public, guild, order, clan or council board in the Realms. If you are asked to desist and do not do so immediately, your priveleges on this mud may be restricted or terminated. ~ -1 ADARI ADARIAN~ an alien race native to the planet Adari, the Adarians are humanoids with unusual cranial structures. Their skulls are elongated and tall, and havea large hole which goes completely through it. They have no ears or noses, and their mouth is ringed with sharp, bony ridges instead of lips. The Adarians make up to the lack of ears with a covering of fine hairs along their skulls that pick up the vibration of sound waves. A series of glands near the skin's surface allows them to smell. Their throats can be distended and filled with air, and the resulting "long call" can be useful as a communication method or a kind of defensive action. The Adarians have a rigid caste system which dominates their society, and the have evolved an advanced technology based on the use of super-cooled carbon-ice computers. They were able to remain neutral during the Galactic Civil War by signing a non-agression treaty with the Empire, providing the Empire with unlimited raw materials in return for their neutrality. ~ 1 ADMIN ADMINS IMMS IMM~ &R^zWARNING&R^x&G&W Please Include your Char's Name When Contacting Us &B----------------------------------------------------------&G&W &PN&pame&P:&W Gavin &P- E&pmail&P: &Wur_gavin&P@&Whotmail.com &PN&pame&P:&W Blared &P- E&pmail&P: &W &PN&pame&P:&W Caitlyn &P- E&pmail&P: &Wur_caitlyn&P@&Whotmail.com &PN&pame&P:&W Hoessk &P- E&pmail&P: &W &PN&pame&P:&W Alessandra &P- E&pmail&P:&W ur_alessandra&P@&Whotmail.com ~ 101 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 101 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 To know what number an exit is, do an "rstat". For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" If a player types 'swim' in the room, they will move to room 3001. ~ -1 ADVENTURE~ . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ 0 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a powers-at-a-glance function, which displays only the powers (and skill affects) your character is currently under. Each affect will be listed by name only for the sake of brevity (if you want to know what each is doing, use help <power/skill name> or 'score'). Characters level 20 or above and deadly characters will also see the number of rounds remaining for each affect. Affects with a remaining lifespan of less than 25 rounds are displayed in white, and those in immediate danger of wearing off will flash. 'Affected by' displays a character's affects separate from its power/skill affect list. This is useful for ensuring that affects given from equipment are actually functioning. For example, if you are wearing a visor with detect_invis but 'affected by' does not show you as having that affect, you are not detecting invisibility. 'Affected by' also displays your current susceptibilities, resistances and immunities if your character is level 20 or higher. ~ 101 AFFECTEDBY AFFECTED_BY~ The following are affect flags that can be used when osetting an item (with oset <item> affect affected <affect flag>). These flags can also be used when msetting a mobile (mset <mob name> affected <affect flag>). They may additionally be used to mset players if your level allows it. Blind Invisible Detect_evil Detect_invis Detect_magic Detect_hidden **Hold** Sanctuary Faerie_fire Infrared Curse **Flaming** Poison Protect Paralysis Sneak Hide Sleep Charm Flying Pass_door Floating Truesight Detect_traps Scrying Fireshield Shockshield Iceshield Aqua_breath Possess Note - Hold and Flaming are current not in use. See also: OSET AFFECTTYPES ~ 200 AFFECTS~ oset 77 affect affected contraception ~ 101 AFFECTTYPES APPLYTYPES~ none strength dexterity intelligence wisdom constitution sex level age height weight mana hit move gold experience armor hitroll damroll save_para save_rod save_poison save_breath save_power charisma resistant immune susceptible affected luck backstab pick track steal sneak hide detrap dodge peek scan gouge search mount disarm kick parry bash stun punch climb grip scribe brew Additionally: weaponpower <sn> Will cast a power on victim with every blow of a weapon wearpower <sn> Will cast a power on wearer when object is worn removepower <sn> Will cast a power on wearer when object is removed <skill> <modifier> Will modifify a player's ability in a skill See AFFECTEDBY ~ 1 AFK~ Syntax: afk The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 1 AID~ .&PMedical &G&WSkill: &YAid &PMedical &G&WLevel: 1 &G&WSyntax: &YAid &G&W(character) &G&WThis skill allows you to bring a stunned person back to consciousness. ~ 1 ALERTSTATUS~ Alertstatus defines a starsystem's defenses at 0 (peace) no FCZ applies and defense ships will not attack ships (unless attcked!) at 1 (neutral) FCZ applies, but ships stay the same at 2 (war) FCZ applies and defense ships will attack See setsystemcode for extra details ~ 6 ALGAROTH CONTINUIM~ The Algaroth Continuim appeared suddenly one evening by suprise. Their huge capital spacecraft suddenly uncloaking in Sluivan and Hapan space. As the night guards on each planet gazed up their eyes filled with sudden fear as thousands of shards of light and energy were released from both ships, bombarding the planet to submission. The planetary defenses went up to late, platenary patrol ships got into orbit just in time to witness three deadly vessels launch from the capital ships. As the three vessels got close to the planets their own bays opened, releasing 10 incredibly fast fighters. The patrol ships were no match and the planets soon became overwhelmed. The Algaroth Continuim had risen to power. The AC inhabited both Sluis and Hapes and began their merge into the everyday lives of the citizens. They formed their own goverment and their own military, and stated a decree across galactic communications channels. That decree was this, "We of the Continuim do not care about anyone elses problems, we care not about wars or planetary disputes. All we wish is to live our lives as we see fit without your pathetic interference. We have the firepower to blow you aside, but we are not aggresive. Do not test us...for me may not have a desire to expand, but we will certainly retaliate." &Y&G&W - Basically put, they do not care about other planets, other clans, or other wars. They do not want to expand their reaches or empire. They just wish to be left alone. But...they will fight back if you push into what they have claimed. ~ 1 ALIGN~ Align - This is displayed to Forcers only but affects all people. A character has an align, even though not everyone can view it im sure you all know what you do with your characters. If you are aligned at complete good heart [1000], your actions will reflect your align, good natured, and good hearted, as it lowers your actions have less restrictions, to your actions, one of a dark heart will obviously do dark natured things, I dont think I need to continue to ramble lets make this simple. Good Hearted Align = Good Hearted Actions Negative Align = Negative Actions. ~ 101 ALLOW BAN~ ALLOW BAN WARN Syntax: allow site/race/class <address/race/class> Syntax: ban site/race/class <address/race/class> <type> <duration> Syntax: ban show <class/site/race> <number> Syntax: warn <site/class/race> <number> BAN site will ban a site from playing the game. BAN race bans anyone with that race from playing the game. BAN class bans anyone with that class from playing the game. BAN site/race/class without any other arguemts will give you a list of currently banned sites/races/classes. Type can either be a level or one of the following keywords: all,newbie,mortal, warn. If you set it to a level everyone equal to that level and below will not be allowed on. Warn, sends a warning to the Warn: channel that someone if logging in from the site, with a certaing class or race. If you add the duration, the ban will expire in that many days. Sites can be banned with the * wildcard as well. Be carefull however as *.edu would ban everysite from .edu, or *foo* would ban anysite that had the string foo in it. BAN show, will print out the reason why that particular site/race or class was banned and by who. Number can be a class or race name, a site address or you can use # followed by the ban number. WARN will toggle the warn flag on a CURRENTLY banned site/class or race. ALLOW site/race/class <address/race/class> removes a site, class or race from the ban list. This also can be allowed by using # syntax. ~ 1 ALLSHIPS ALLSHIP~ This command will list all the ships in the universe and there current owner or sale price. ~ 1 AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS~ &P AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS Blasters sometimes need to be recharged. To recharge a blaster, you must find an ammunition cell. Once you have an ammunition cell; you must load it into the blaster. To load an ammunition cell; you must hold it then type AMMO ( or battery for blades and sabers ) ~ 0 AMOTD~ &B&b}&B-+=+-+=+-+=+=+-+=+-+=+-&C[&bAvatar &rMOTD&C]&B-+=+-+=+=-+=+-+=+-+=+-&b{ &Y* &W- 3/13/01 So you've reached level 100, welcome to the Avatar MOTD! -A more light-hearted MOTD than the Mud-wide one. I'm going to attempt to make this a perk of being an avatar. Maybe do something like quote of the week, Avatar-only humourous help files, web sites, etc... If you comments, complaints, or suggestions send me a tell or a mudmail!. &P{&BBrutus&P} &PQ&BO&PT&BW &Y-&C "DOS is the greatest computer virus ever written!" &B-Anonymous &RW&WW&BW&Y - &Chttp://www.theonion.com &W Fake news at it's best! &Y* &W- 3/14/01 The Idea Forum is up and running. Want to help shape the future of the mud? First sign up for the online forum (&Chttp://ur.lynker.com&W), then E-mail me(&Cthorshammer@mac.com&W) with the &Ccase-sensitive&W user name, and you should be all set. Get in on this while you can, as we will only take a certain number of members, before we close off new ones. &P{&BBrutus&P} &b}&B-+=+-+=+-+=+=+-+=+-+=+-+&C[&bEnd &rAMOTD&C]&B+-+=+-+=+=-+=+-+=+-+=+-&b{ ~ 0 ANSI~ Syntax: ansi <on/off> The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. ~ 0 APPLY~ Syntax: apply <item> In your travels you may come across various ointments and salves, use 'apply' to rub them into your skin. ~ 200 APPOINTFORCE~ Force Command : Appointforce Forcer Rank : Jedi Master/Sith Lord syntax: appointforce [name] ONLY availible to those with Master rank within The Order of Jedi and The Order of Sith may use this command to initiate an apprentice to his next rank in the Force. New Forcers auto start with the Learner rank giving them a Force Level Max of 25. If they achieve maxing their force and creating a saber. A Master/Lord may take them as an apprentice. Using appointforce once they reach Jedi Knight requirements if the Master feels the Apprentice is worthy of being a Jedi Knight/Dark Apprentice. They can move their max force to level 75 using this command..See Help Forcers for details. ~ 1 APPRAISE~ Syntax: appraise <item> appraise all Appraise, when at a repairshop type mob, will tell you the condition of your equipment in question. The mob will tell you if it needs repair or not, and if so, how much it will cost. ~ 1 ARAHAT~ ------ The Arahat are a half-breed race. They are found only when two other races mate and parent an offspring. Depending on the parents genetics, most Arahat are of a mild to short stature and have a light weight. With their thin and nimblue frames they are mildly strong and dexterious with a slight setback in their constitution and wisdom. Most Arahat, being of exotic mix's, have a thin coat of hair covering their entire body. Much like the neandrathal human, their fur is no more then oddly long hair on their skin. Since they are a mix, the Arahat seem to be more adept to adopt their parents more shady habits then their good ones, making them some of the lesser liked people in the galaxy. ------ ~ 1 AREAREQ~ &Y Area Requirements for Unknown Regions: &R------------------------------------------------------------------------- &C&cMisc Guidelines &R&W1) Use your Common Sense. 2) Planets are a minimum of 500 Rooms. 3) Descriptions no less then 4 - 5 lines 4) Minimum of 150+ Mobs 5) Minimum of 200 objects 6) All areas MUST be self contained, meaning do NOT use vnums or objects from other areas. 7) Programs should be used &BFor More see : Objreq, Mobreq, Roomreq, progreq, buildreq ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the suggested levels. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. (Special thanks to KaVir for mailing us lots of extra socials) ~ 1 ARM~ . Syntax : Arm (device) Used for arming of various devices around the mud. See also help grenade. ~ 0 ARMOR~ . &BForce level 5 Syntax: feel 'armor' <target> This Force power allows you reduce (improve) your armor class by 20. It can be cast upon yourself or others. ~ 101 ASET~ Syntax: aset <area filename> <field> <value> Aset is used to set the following fields for an individual area: author - The name of the area's author name - The full "name" of an area... ie: {10 20} Somegod Some Area filename - The filename (ie: somearea.are) lo_room - The lowest room vnum hi_room - The highest room vnum lo_obj - The lowest obj vnum hi_obj - The highest obj vnum lo_mob - The lowest mob vnum hi_mob - The highest mob vnum low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets flags - Area-wide flags: nopkill The area must be folded to make these changes permanent. See FOLDAREA, ASTAT, ECONOMY ~ -1 ASKANI~ ASKANI ------ The Askani are a enormously framed feline race. Born on the planet of Ask'an in a remote sector of the universe, their entire society revolves around their tribe. With no central government or leadership, they roam the planet in nomadic herds, each tribe is unique in that its appearance represents a specific type of feline species. Each tribe has different characteristics yet all share the huge height and wide shoulders. Askani are born and bred on the ideals of truth and honor. No Askani would every even consider an illegal act or helping anyone who would. Askani do not lie or stretch the truth in even the slightest. Their sense of pride and honor simply will not allow it. Though they make good ground combatants, Askani feel their true calling in the cockpit of a spacecraft. They are excellent pilots in both piloting and air combat. It is said that the true nature of the askani can be seen when he or she is concentrated on an intense air battle. ------ &Y* &WNote - There are &RNO&W exceptions to this character layout. There are no rogue or renegade Askani PERIOD! If you cannot RolePlay the above outline word for word, then you need to choose another race. &Y* &WNote - Also, all Askani names are gutteral and animalistic in its sound. An example of one is Goreece, which would be pronounced, Gorrr-reeeee-ce. Askani do tend to slur their R's a little, much like the Spanish do in their language. ~ 101 ASTAT~ Syntax: astat (area stats for the area you are in) Syntax: astat <filename of area> (area stats for specified area) Astat displays the vital stats of an area, including the following: Name: title of the area Filename: filename of the area Prototype: If the area is prototype or under construction, will be 'yes' Max_players: max # of players in the area as of last reboot IllegalPks: number of illegal pkills in the area since last reboot Gold looted: total amount of gold looted from the area since last reboot Area Economy: current pool of gold for the area (not including player gold) Mdeaths: number of players mobs killed in the area since last reboot Mkills: number of mobs killed in the area since last reboot Pdeaths/Pkills: number of players killed by players in area since reboot Author: name of the area's author Number Players: current number of players in the area Area flags: area-wide flags (such as nopkill) Low/hi_room: first/last room vnum of the area Low/hi_obj first/last object vnum of the area Low/hi_mob first/last mob vnum of the area Soft range: level range recommended for the area Hard range: level range enforced for area (outside range cannot enter) Resetmsg: current reset message for the area at repop Reset frequency: frequency with which the area resets See ASET ~ 101 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile or player, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 101 ATTACKS~ bite claws tail sting punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison nastypoison gaze blindness causeserious earthquake causecritical curse flamestrike harm fireball colorspray weaken See MSET and DEFENSES (Some are not implemented). ~ 0 AUCTION~ Syntax: auction Syntax: auction <item name> <starting value> Syntax: auction bid <value> Syntax: auction stop The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. If nothing is being auctioned, auction <item name> <starting value> will begin an auction. If no starting value is specified, it will start at 0 gold. Auction bid <value> will place a bet for the item, and auction stop (immortals only) will stop an auction in progress. Special thanks to Erwin Andreasen for writing this function. (Ported here from a publicly available source.) At the present, if the mud crashes in mid auction, you will lose both your bidded money and the item. This will soon be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction until level THREE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. ~ 101 AUTH AUTHORIZE AUTHORIZATION~ Associated help files: authorize Authorize <player> name -- This is the command used to allow a player to continue in the Spectral Gate pre-auth area, but will make them choose a new name prior to entering the Academy. Authorize <player> yes -- This is used to accept a players name. Once this command is used, the player requires no further Immortal commands to enter the game. Authorize <player> no -- denies a player's name and also forces them to leave the game. ~ 0 AUTOPSY~ .&PMedical &G&WSkill: &YAutopsy &PMedical &G&WLevel: 80 &G&WSyntax: &YAutopsy &G&W(corpse) This skill allows you to perform autopsy on a corpse. If you fail at finding the cause of death, the corpse will be destroyed. ~ 1 AUTORECHARGE~ . Syntax : Autorecharge This will set your shields to automatically recharge. ~ 1 AUTOTRACK~ . Syntax : Autotrack This will set your nav computer to automatically adjust course to keep you firing on a targeted ship. ~ 1 AVATAR AVATARS~ . These are players that have shown enough devoyion to the mud to attain level 100 in at least one skill area. ~ 100 AVTALK IMMTALK :~ Syntax: immtalk <message> Syntax: avtalk <message> or can be abbreviated as ": <message>" This allows you to use the avtalk (level 100+) channel. ~ 1 AWARD~ &RWhat it is?&W This award is given out to those MUDers who best fit the categories listed below. Each winner will recieve recognition in the motd and on their title on the who list. Each winner will receive a cash prive of 100k. &RWho is eligible?&W To be eligible you must have played on UR for at least one month and be nominated by someone other then yourself. Only one nomination is required. For each category there are some specific requirements that must be met to be eligible for that award. Each person can be nominated for only two awards. &RWho decides the final choice?&W After compiling the list of nominees it will be posted for public eyes and the general MUD population will vote for each category (This does include immortals.) The voting will be done through MUDmail or email (see below for where to send it.) &RHow do I vote?&W You vote by either MUDmailing the player awards or emailing nominations can also be sent through this method. &BNote:&W Only those above level 8 can vote. &BNote:&W Any cheating will be met with immediate disqualifying. Please read help awardcategories, help awardwinners, help immortalawards and help awardrules ~ 200 AWARDCATEGORIES~ Here are the award categories: &R1)&B Best Mudder - &WGiven out to the best general mudder in terms of how well he/she plays, not how socialable he/she is. He/She should be a RPer, high level, very knowledgable about the MUD. &R2) &BMost Social - &G&WGiven to the person who is the most social. This he/she uses the channels (ooc or ic) a lot of the time rather then playing. the channels(OOC or IC channels) a lot of the time rather then playing. &R3) &BLemming Award - &WMost suicidal(aka goes against the greatest odds, does not mean they die the most.) &R4) &BMost deaths - &WHas been killed the most times. &R5) &BBest RPer - &WRP's the best &R6) &BMost contributions to the MUD's society - &WNo comment &R7) &BFunniest Player -&W no comment &R8) &BBest fighter - &Wno comment &R9) &BWimpiest - &WNo comment If you have any recommendations for other awards or comments about the ones listed please email or MUDmail ~ 1 AWARDRULES~ The following rules apply to the award(To voters and nominees): 1) The person nominating someone must be above level 10 and be recognized as someone who has been around a lot. 2) Voters and nominees must be above 18(RP here) 3) Voters, Nominees must be above level 8 4) Nominees must have played on UR for a month 5) The award can be revoked if enough evidence is found of cheating. 6) Logs are kept, do not start characters to vote for you. It can be easiable checked. 7) The head-admin can, at any time, revoke an award given or disqualify a nominee. ~ 1 AWARDWINNERS~ None yet ~ 1 B~ . COMMANDS FOR VARIOUS ACTIONS -------------------------------- *LOOK (l) - can used by itself to look at the room you stand in - you can look at objects: LOOK <object> - you can look at mobs and players: LOOK <mob or player name> *SLEEP (sl) - sleeping will replenish your hitpoints, force, and movement *REST (r) - will replenish your hp, force, and mv, but slower than sleep - you can still communicate when resting but not while sleeping *WAKE (wa)/ STAND (st) - will return you to the standing position *SIT - your character will sit down *OPEN/CLOSE <direction or object> - will open/close a door or container *LOCK/UNLOCK <direction or object> - will lock/unlock a door or container *PICK <direction or container> - will pick lock on door or container *INVENTORY (in) - will show you all the objects you are carrying *EQUIPMENT (eq) - will show you all the equipment you are wearing ~ 0 BACKSTAB~ .&OBounty Hunting &G&WSkill: &YBackstab &OBounty Hunting &G&WLevel: 6 &G&WSyntax: &YBackstab &G&W(name) This skill gives you the ability to use a piercing weapon and stab your opponent. ~ 101 BALZHUR~ Syntax: balzhur <character> This is an instant demotion of a character to level 2, with the simultaneous destruction of all its belongings, and a mud-wide echo accompanying its execution. ~ 101 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 105 'BAN DURATION'~ The standard set for ban durations are as follows: Newbie Ban: 1) One week on first instance. 2) Two weeks for the second. 3) One month at newbie, or level 50 for third. 4) Permanent at newbie, or level 50 for 4th offense. Bans for level 2-50: 1) One month for first instance. 2) Two months, or permanent for 2nd. 3) Permanent for 3rd offense. All bans above level 50 should be permanent by their very nature. &WReminder - Without documenting each time we ban a site, we will have no source of history on sites. Always remember to post a note detailing the reasons for the ban.&w See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN 50' ~ 105 'BAN NEWBIE'~ Banning a site is a form of last resort, as it not only affects the offending player or players, but will also affect every other player from that site. Before seeking to ban a site, even for a temporary level 1 banning, make sure you have exhausted all other options first. In the case of newbie bans, most such instances arise through the actions of one or more abusive players who log in a newbie and begin swearing, spamming, threatening, etc.. Many times this has developed from an immature player's frustrations over getting a name authed. If you find a player going through a series of silly names trying to auth them, make every effort to try and talk with them first. If this fails, use Fquit to discourage them. If you have Disconnect, use this instead, as it is less provoking than fquit (makes it appear as if they simply lost their conneection). If they continue their efforts, send them warnings to get their attention. Use freeze if you have it (or if someone else is on who can use it) to get their attention and make sure received the message. Then, and only then, once you've exhausted all avenues at being civil, you can use ban in good conscience. You've given the player(s) every chance to cease their actions and given them fair warning over the fact that if they continue they risk getting banned. See also: 'BAN ALLOW' 'BAN 50' 'BAN DURATION' ~ 101 BANNED~ The following sites have been banned: 156.29.1.x 204.225.103.222 (for players level 50 and under) ~ 103 BEAUTY~ . &BForce level 6 Syntax: feel 'beauty' <target> This Force skill allows you to use the Force to improve the outward appear of yourself or someone else by increasing your charisma. ~ 1 BEG~ .&zSmuggling &G&WSkill: &YBeg &zSmuggling &G&WLevel: 1 Syntax: &YBeg &G&W(name) The &Ybeg &G&Wskill is simply what its called, &Ybegging&G&W. This skill is useful for gaining starting credits for a character. ~ 105 BEIMM~ Requirements to imm on this mud are as follows You better have common sense and be able to use it and apply it to what your building. Know how to build well using OLC not orb or aedit. Knowledge of the Star Wars Universe More to come... ~ 1 BERSERK~ .&rCombat &G&WSkill: &YBerserk &rCombat &G&WLevel: 80 &G&WSyntax: &YBerserk &G&WGoing &Yberserk &G&Wsends you into a frenzied state, increasing its attacks per round to a maximum of six and your strength by one. While you are in this frenzied state, you will not be able to flee. ~ 101 BESTOW BESTOWMENTS~ Syntax: bestow <victim> command [command] [command] etc Syntax: bestow <victim> list Syntax: bestow <victim> none Bestow is used to give a command to a player that they would not normally have as a function of their level. Bestow victim command will give the command to the person. Bestow victim list will show all commands corrently bestowed on the person. Bestow victim none will remove all bestowments. &RSpecial Commands: &G&W Pedit ~ 101 BESTOWAREA~ Syntax: bestowarea <victim> <filename>.are This command allows members of the Area Council to bestow area names to immortals so that they can engage in group building. Once an AC member bestows a proto area on a player, that player can use the aassign command to assign themselves that proto area in order to help the owner of the proto area. Examples: bestowarea joe bob.are allows joe to work on bob's proto area bestowarea joe lists all of joe's bestowed areas bestowarea joe list ditto bestowarea joe none removes all of joe's bestowed areas See AASSIGN ~ 1 BIRTH~ .&PMedical &G&WSkill: &YBirth &PMedical &G&WLevel: 60 &G&WSyntax: &YBirth &G&W(mother's name) (baby's name) &YBIRTH &G&W- By the use of &YXSocials&G&W, an orgasm may induce pregnancy with your partner. If this is so, every MUD-Time morning between the second and third month of pregnancy, the mother will have morning sickness. There is a 9 month period in which the child is developed just as in real life. Find a &Pdoctor &G&Wwith &Ydiagnose &G&Wto know when and how long it will take the baby to arrive. Once 9 months have passed, find a &Pdoctor &G&Wto help you deliver your baby. Giving &Ybirth &G&Wcreates a pfile for the name of the child with the mother's password so she or whomever she wishes may actually play the child. ~ 50 BLACKJACK~ .&GPiracy &G&WSkill: &YBlackjack &GPiracy &G&WLevel: 100 &G&WSyntax: &YBlackjack &G&W(name) This skill when successful stuns your opponent. ~ 6 BLACKMARKET~ In the Unknown Regions there is rumor of a hidden thieves mart known as "The BlackMarket" Two outlaw merchants have taken up residence and have begun peddling illegal and in most cases stolen merchandise to anyone able to answer their riddle. "On a moon in well traveled space, lie's a dark and hidden place. To enter you must be smart, so here is your hinted start, "In the grey zone you can find me, hiding behind darkened walls, search the shadows for the entrance, and enter my hidden halls. When you found me just say out loud, the answer to this darkened cloud, When the sun sets and the rays of light fades and burns, "The shadows *what*" ~ 1 BLEEDS~ . &C This is a semi-current list of things on Bleeds's todo list. If you would like something added either mud-mail, post it on my Improvement board or email me at ggallant@telusplanet.net. or try : http://telusplanet.net/public/ggallant/bleeds.html &R List : help files Build the Starchaser so people quit asking about it Torment mortals &g &W Note: I'm note a coder so if you have code suggestions I just pass em on. &g ~ 1 BLINDNESS~ &BForce Spell: Blindness Force Level: 10 Syntax: feel 'blindness' <target> This Force skill will temporarily rob the target of the power of sight, if successful. ~ 101 BOARDS~ Syntax: boards This command displays statistics on all boards in the game. Example: immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0 The first column lists the board's filename (immortal.brd) Vnum - object vnum to which the board is attached (the object vnum must be present to read the board, allowing a board to be placed in one or many places by simply placing that object where needed) Read - minimum level required to read that board Post - minumum level required to post to that board Remove - minumum level required to remove notes not addressed to 'All' Max - maximum number of posts the board is set to hold Posts - the current number of posts on the board Type - not currently used See BSTAT, BSET ~ 101 BODYBAG~ Syntax: bodybag <character> Bodybag retrieves all of <character's> corpses and places them into your inventory, as well as removes the decay timer on each. This is primarily used for performing corpse retrievals and the like. ~ 105 BOT BOTS BOTTING~ Bots, the running of a character using triggers while there is no one attending it, is not illegal in itself. However, bots are held to the same rules as playing characters. See Laws regarding "staking" and other applicable laws. The character is accountable for any act the bot commits. ~ 0 BOTHAN BOTHANS~ .&G&WThe fur-covered Bothans developed their natural talents through a peculiar form of cultural evolution. Predators such as the krak'jya are numerous on their homeworld of Bothawui, but draft animals never emerged. Advancing armies, forced to haul their own equipment, provisions, and heavy armamanets, quickly grew disgusted at this inefficient method of combat. Eventually, the Bothans learned to defeat the enemy from within. Over the centuries, the aliens became masters at gathering intelligence and exploiting it for political gain. Bothan statesmen rarely fall to assassin's blades, but they often step down when their allies suddenly desert them or when an ugly scandal is deliberately brought to light. This ruthless pursuit of power and influence, known as the "Bothan Way", causes many non-Bothans to view these species as untrustworthy opportunists waiting to pounce on the slightest misstep. It is precisely this environment of mutual suspicion that has made the Bothan Spynet the finest in the galaxy. Just before the Battle of Endor, the Bothan Spynet uncovered evidence that a freighter was carrying top-secret Imperial information. They intercepted this freighter, many of them dying in the process. Further deaths followed as the computer core made its way to the nearby Kothlis system, and into the hands of Rebel Alliance leaders. The decoded data revealed the location of the unfinished second Death Star. Mon Mothma proudly announced this to the spirited Alliance war room, but she took care to remember the tragic cost. "Many Bothans", she explained in a hushed voice, "died to bring us this information." ~ 0 BOUNTY ADDBOUNTY~ . Syntax : Addbounty (character) (amount) [Reason for bountying(seen by imms)] Syntax : Bounty Addbounty will allow you to add a bounty to a character as long as they are online and you are in a bounty placement office. Minimum bounty is 5k, Please realize that placing a bounty is a serious thing. See help death. Bounty by itself will list all the current unclaimed bounties. ~ 1 BOWCASTERS~ &P Weapons Skill: Bowcasters. Combat Level: 4 Syntax: none This skill allows a player to wield a bowcaster - Practicing this requires using the bowcaster in battle. This skill is automatic once practiced. ~ 0 BRIBE~ .&pDiplomacy &G&WSkill: &YBribe &pDiplomacy &G&WLevel: 10 &G&WSyntax: &YBribe &G&W(mob) (amount) &G&WThis skill allows you to &Ybribe &G&Wcitizens of a planet to gain population support for your organization. ~ 101 BSET~ Syntax: bset <board filename> <command> <argument> Example: bset immortal.brd vnum 1200 BSET is used to set fields governing an individual board's operation. Filename - filename to store the board's information (should be set first) Vnum - object vnum assigned to the board (see 'help boards') Read - the mininum level required to read the board Post - the minimum level required to post to the board Remove - the minumum level required to remove notes from the board NOTE: notes addressed to 'all' can be removed by anyone Maxpost - maximum number of posts the board can hold Filename - filename to store the board's information Type - not currently used Board groups: (example: bset druid.brd read_group guild of druids) read_group - group that may read that board, regardless of level post_group - group that may post to that board, regardless of level extra_readers - characters who may read the board regardless of their level extra_removers- characters who may remove notes from this board regardless of their level or membership in a reader_group See BOARDS ~ 101 BSTAT~ Syntax: bstat <board filename> BSTAT is used to display the fields of an individual board. (see 'help bset' for an explanation of each field) See BSET ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 1 BUILD1 BUILDER1 BUILDING1~ SWReality Building Page 1: -- ASSIGNING AREAS -- *************************************************************************** If you are less than level 102 most of this information is useless to you. You can skip ahead to HELP BUILD2 *************************************************************************** ZONES Gives you 3 lists of zones being built, newly added zones, and permanent zones. CHECKVNUM ALL <min> <max> Gives you a list of conflicting mobs objects and rooms between zonenumbers <min> and <max> VASSIGN <player> <min> <max> Creates a new area named <playername>.are and assigns it to the <player>. The vnums for the rooms, mobs and objects in the area will be between <min> and <max>. *************************************************************************** see HELP BUILD2 ~ 1 BUILD2 BUILDING2 BUILDER2~ SWReality Building Pg 2: ROOM BUILDING BASICS *************************************************************************** GOTO <vnum> You need to use this to goto the vnum where you wish to create the new room. RSTAT Gives you the current room statistics. RLIST Gives you a list of rooms in your area. REDIT NAME <name of the room> REDIT DESC Puts you into the description editor. Make sure you press enter after each line. REDIT SECTOR <sector value> Type redit sector by itself for sector list. REDIT FLAGS <flag> <flag> .. Type redit flag by itself fo a flag list. REDIT BEXIT <dir> <room> Creates a two way exit to <room> REDIT EXFLAGS <flag> <flag>.. Type redit exflags by itself for choices. SAVEAREA Saves your area .. do this alot :) *************************************************************************** see HELP BUILD3 ~ 1 BUILD3~ SWReality Building Pg 3 MOB BUILDING BASICS *************************************************************************** MCREATE <vnum> [cvnum] <names> Creates a mob with the vnum/names specified. A mob with Empire or Republic (or other clan name) as one of their names will give less xp when killed by someone of that clan. MLIST Lists mobs in your area. MLIST <lowvnum> <hivnum> Lists mobs between those numbers. MFIND <name> Returns a list of all mobs with that name. MSET <mob> HP <value> these are the most important values MSET <mob> ALIGN <value> to set although there are many optional MSET <mob> HITROLL <value> choices type MSET by itself for a list MSET <mob> DAMROLL <value> MSET <mob> LEVEL <value> MSET <mob> CLASS <value> class 0 citizens don't give as much xp when MSET <mob> SHORT <short desc> killed for obvious reasons MSET <mob> LONG <long desc> MSET <mob> DESCRIPTION puts you into the editor MSET <mob> HITNUMDIE <amount> MSET <mob> HITSIZEDIE <amount> MSET <mob> DAMNUMDIE <amount> MSET <mob> DAMSIZEDIE <amount> MINVOKE <vnum> Loads a previously created mob. SAVEAREA Do this alot. *************************************************************************** see HELP BUILD4 ~ 1 BUILD4~ SWReality Building Pg 4 OBJECT BUILDING BASICS *************************************************************************** OCREATE <vnum> [cvnum] <namelist> Creates a new object. OLIST Lists objects in your area. OLIST <from> <to> Lists objects within the given range. OFIND <name> Lists all objects with that name. OINVOKE <vnum> Creates a new instance of the object. OSET <object> <field> <value> Try typing oset by itself to get a list of fields. Then "oset <object> <field> to get a list of values for that field. You should set the type first. SAVEAREA Do this alot *************************************************************************** ~ 1 BUILDINFO~ &YWhat Building is: &R---------------------------------------------------------------&w &R&WWhat is building? Building is creating a world. Taking little things in life, such as the texture of a piece of cloth or the smell of a market square on Sunday. Building isn't about three lines of exit description, it's about making the player feel as though they are sitting in the cantina conversing with famed bounty hunters, or flying a TIE Fighters in tight formation. It's not just creating a world, it's making the world you're creating come alive. I don't expect you to give me a disseration for every room, but what I do expect if for you to make the world come alive. It doesn't matter if you use big words, or complex sentence structure, it's about using the language to convince someone that what they are reading about is in front of their face. This isn't easy to do, you'll see people on other MUDs writing out things like Their's a door to the north for a description, what's that? Why isn't it A door, with a shining brass knocker and kickplate, waits for someone to push it open and enter through it's oaken frame? The answer is because some people don't care about the player, they only care about how far they can advance for every area completely, here on Unknown Regions, you need to care about the player, and give that extra effort. ~ 1 BUILDREQ~ &YGeneric Building Requirements for Unknown Regions: &R--------------------------------------------------------------&w &C&cOur general guidelines....... &R&W1) Planning out a area/planet is a good thing.. Graphpaper is your best friend! 2) Please, Use correct spelling and grammar Do not let the Curse of Durga(TM) affect you! 3) Description Quality: Room Descriptions should be at least 4-5+ lines on average and no more then 12 lines.. it creates alot of spam. I do not want to see alot of repeat descriptions. This shows a lazy builder. You can easily put in an extra line or change a few words or even better, make 3 - 5 descs and alternate for tunnels/streets and such. The only time solid repeat descs will be acceptable is in a maze. 4) Logical Linking: Remember that your area must make sense when you make it, the exits have to be cohesive and sucessive. Meaning no jumps from like an arctic circle to a tropical island so quickly. This does not mean your area has to be simple, Just logical. 5) Programs, Extra descs: Interaction is good 6) Theme: Make sure your planet follows the description at jimfisher.net or the book it is in. It needs to be at least partially accurate in theme. 7) Good things to know/read: Star Wars Movies/Books &BFor More see : Objreq, Mobreq, Roomreq, progreq, areareq ~ 1 BUILDTIPS~ &YBuilding Tips and Hints: &R----------------------------------------------------&w &C&cThese are just miscellanous things that help when making an area&w &R&W1)Imagination - No explanation needed 2)Curiosity - Ask not, Get not, The more you ask, the more you learn. 3)Patience - This is especially needed for novices and "experts" alike. most likely your first area you crank out if your new most likely will not be the best area in the world, It's a learning process, You take criticism(constructive). and learn from your past mistakes. and lastly biulding a good area can be/is very tedious, parts of it aren't that fun but necessary, If you take the time to do things well, People will notice it and it will stand out. 4) Common Sense and Pride - When building remember all the things you disliked about other areas you've seen to build guidelines for yourself if you don't have any. ie, don't you hate walking west in a hallway that has a description narrating about someone going east? Rooms with all the same descs aren't that good either, If your going for long streets, you can do subtle changes to make them different or even better, make 3 - 5 different ones and alternate. Even though "most" players may not look at descriptions doesn't mean it should not be done. and learn to take pride in your work, Don't bash your work, you get better with everything you do. ~ 1 BUTCHER~ &RCombat Skill: Butcher &RCombat Level: 2 Syntax: Butcher Corpse This allows you to make food from a corpse, its that simple. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: buy <# of object> <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. BUY <# of object> <object> will allow you to buy up to twenty of a normal store item at once. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 1 BUYHOME HOMES HOME "PLAYER HOME" ~ . &G&WSyntax: &YBuyhome &G&W(home name) This lets you buy one of the many available player homes around the galaxy. All equipment droped in the home will be saved unless there is a crash before you save there. &RNote&G&W: You can also set up a &Yroommate &G&Wonce you have bought a home. &G&WSyntax: &YRoommate &G&W(name) ~ 1 BUYSHIP SELLSHIP~ Syntax : Buyship (ship name) Syntax Sellship (ship name) Ships may only be bought from the port that they are currently docked in. ~ 1 BUZZ~ &G&WSyntax&R &R------&W buzz &B<&WDirection&B> &G&WExtra Info&R &R---------&W Think of it as ringing a doorbell. it will allow a player to invite you into his/her/its room ~ 1 C~ . COMMANDS TO USE WITH OBJECTS ---------------------------------- *GET - GET <object> <container> will get an item from a container - GET <object> will get an object from the ground *PUT - PUT <object> <container> will put an item in a container *DROP <object> - will drop the object from your inventory to the ground *GIVE <object> <player> - you will give the object to that player *SACRIFIC (sac) <object> - the object disappears and you are given a coin *RECITE (rec) <object> - the power corresponding to the scroll will activate *QUAFF (qua) <object> - the power corresponding to the potion will activate *BRANDISH (br) - causes the staff's power to activate (must hold staff) *ZAP <target> - zaps a wand at a target (must hold wand) *EAT/DRINK <object> - you can eat or drink different foods and drinks *FILL/EMPTY <object> - fills/empties the container with water ~ 0 CALL~ .&G&WSyntax: &YCall &G&W If you own a pet, this command &G&Wallows you to call for them even if they are not in the same room. ~ 1 CAPITALSHIP~ Being Redone due to money purge. Stay tuned. ~ 1 CARRY RELEASE~ . Syntax: Carry (name) To carry, you must either receive the person's consent or you must stun them. &Y Note: The carried will not be able to move (ie. sit) until they are released. One can only carry one person at a time. ~ 0 CAST FEEL~ Syntax: feel <force power> <target> Before you can use a force power, you have to practice it. The more you practice, the higher chance you have of success. You also must also be force sensitive and have enough force energy to use the powers. The <target> is optional. Many powers which need targets will use an appropriate default target, especially during combat. If the power name is more than one word, then you must quote the power name. Example: feel 'cure critic' frag. Quoting is optional for single-word powers. You can abbreviate the power name. When you use an offensive power, the victim usually gets a saving throw. The effect of the power is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual powers. ~ 103 CEDIT~ Syntax: cedit save Syntax: cedit <command> create [code] Syntax: cedit <command> delete Syntax: cedit <command> show Syntax: cedit <command> [field] Field being one of: level position log code Cedit create is used to create the entry and name for a new command. Cedit delete is used to delete a command. Cedit code is used to assign a defined section of code to a command. Cedit show displays current statistics on a command. Cedit level sets the minimum level for usage of a command. Cedit position sets the min_pos for execution of the command. Cedit log determines the manner in which the command will be logged. Use 'cedit save' to save changes permanently. See RESTRICT ~ -1 CHADRA-FAN CHAD~ The small, quick-witted inhabitants of Chad, the Chadra-Fan resemble humanoid rodtens, with large ears, dark eyes, and flat, circular noses with four nostrils. The fur-covered, rodent-like Chadra-Fan have seven senses. In addition to the five shared by most intelligent species, they are also bless with infrared sight, and an advanced chemoreceptive smell. These small, one meter tall beings love to have fun. They tend to be flighty and have short attention spans, though enjoy tinkering with technological items. ~ 0 CHANGES~ &R-------&G&W Listing of recent changes &R-------------------------&G&W &B<&W1&B>&G&W Added paint (ship painting) &G&B<&W2&B>&G&W added sellhome &B<&W3&B>&G&W Changed The Format of channels &B<&W4&B>&W Added the hail command from RIP &B<&W5&B>&W Ion Cannons added. ~ 1 CHANNELS~ Syntax: channels Syntax: channels +<channel|all> Syntax: channels -<channel|all> With no options, CHANNELS show you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. With all as the option, CHANNELS will turn on/off all normal channels The first channels you will have available as a new player are SAY, TELL, and NEWBIE. To use say, the person you want to talk to must be in the same room, just type SAY <message>. To use tell, the target person may be anywhere, just type TELL <name or 0.name> [message]. Newbiechat is seen and used by only level 1 characters and the Immortals ~ 105 CHANUSER~ &G&WSyntax&R &R------&R &Wchanuser &B<&WName&B>&W &G&WExtra Info&R &R----------&R &WNone at this time ~ 1 CHARISMA CHA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers No class receives charisma as a prime attribute. ~ 0 CHAT . MUSIC ASK ANSWER SHOUT YELL OOC~ Syntax: chat <message> Syntax: music <message> Syntax: ask <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> Syntax: ooc <message> These commands send messages through communication channels to other players. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The ASK and ANSWER commands both use the same 'question' channel YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. OOC stands for out of character and is the only chennel that should be used for real world chatting as opposed to roleplaying. Most channels now require a comlink. ~ 101 CHECK CECKV CHECKVNUMS~ Syntax: checkvnums all <begin vnum range> <end vnum range> Used to check the specified range of vnums to ensure they are not already assigned to another immortal or are otherwise being used. Examples: checkvnums all 9000 9099 If no vnum within the specified range is either assigned as part of someone's prototype area, and no vnum within the specified range is a part of a live (non-prototype) area, there will be no result from this command and the vnums are safe to assign. If any vnum in the specified range is already allocated, the area file to which it is allocated will be displayed. See ASSIGN, ZONES ~ 1 CHOKE~ . Syntax : Feel 'Choke' (victum) This nasty spell allows you to choke the life out of your victum. ~ 101 CLAN~ Syntax: rank <argument> Allows the character to change the text of their 'rank' on the who listing. (ranks are such things as 'Avatar', 'Immortal', etc.) ~ 1 CLAN CLANS ORGANIZATION ORGANIZATIONS ORGANISATION ORGANISATIONS~ The following commands are used with clans or organizations: clans ....... shows a list of organizations. donate ...... donates money to the clan funds. withdraw .... withdraws money from the clan funds. newclan ..... allows crimelords to start a new crime clan appoint ..... allows leader to appoint a number1 and number2 demote ...... takes away members status in the clan. empower ..... gives member special powers (ie. withdraw or induct) induct ...... inducts a person into your clan. outcast ..... kicks a person out of the clan. enlist ...... to join a clan at a recruitment office. resign ...... to quit a clan. clanbuyship . to purchas spacecraft and other vehicles for clan capture ..... allows a clan to capture the government and declare leadership over an area. overthrow ..... This allows you to take leadership of a clan, if there is no one Leading. clansellship .... This allows a member to sell a clan-owned ship. *note not all of these are functional yet..... see also COUNCILS ~ 1 CLANRANK~ Clan Rank Clan Rank Title ----------------------------------------------------------------- 1 Recruit 2 Acolyte 3 Adept 4 Officer 5 Lieutenant 6 Vassal 7 Ambassador 8 Magistrate (Second) 9 Lord (First) 10 Leader ~ 0 CLANTALK~ Syntax: clantalk <message> Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 1 CLASS CLASSES~ The old classes have been removed in favor of an ability system that lets you advance in several areas at once. These ability classes are as follows: ~ 0 CLEAR~ Syntax: clear This command clears the screen. See PAGELENGTH. ~ 105 CLIMATE~ Syntax climate <field> <name> This command allows you to view or modify the climate settings for an area. There are settings for temperature, precipitation, and wind. In addition, you may specify neighboring areas who will affect changes in the current areas weather. Therefore there are four fields to choose from. Each field has a different range of values available. Field name: Values: temp cold, cool, normal, warm, hot precip arid, dry, normal, damp, wet wind still, calm, normal, breezy, windy neighbor <area name> Specifying an area name with neighbor which is already on the list will remove it. Using climate without any arguments will display the area's current setting. Note that this command always refers to the area which you are currently in. ~ 1 'CLIMB'~ .&zSmuggling &G&WSkill: &YClimb &zSmuggling &G&WLevel: 7 Syntax: &YClimb &G&W(direction) This skill enables you to &Yclimb &G&Win and out of rooms that require it. ~ 200 CLONE2~ Clone wakes up in these rooms: package 1 - 10011 package 2 - 10012 package 3 - 10013 package 4 - 10014 Clone goto's this room after being cloned: package 1 - 10015 package 2 - 10016 package 3 - 10017 package 4 - 10018 ~ 1 CLONES CLONE CLONING~ Syntax : Clone Cloning is a vital part of your existence. Since death is permenant, the only way to continue a character is to clone. &Y Note: Clones start at the last point you cloned and not the point you died. ~ 101 CLOTHING~ Layer 1 = Underware Layer 2 = Undershirts, Long Underwear, etc Layer 3 = T-shirts, Sport Bras, etc Layer 4 = Sweat Shirts, Pants, etc Layer 8 = electronic equipment, watches, comlinks, etc Layer 16 = Armor layer 1 Layer 32 = Armor layer 2 (next strongest) Layer 64 = Armor layer 3 (next strongest) Layer 128 = Final Layer Of Clothing.. Extremely Strong Stuff Like Maybe Mech Suits? or stuff? ~ 101 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 102 CMENU~ Syntax: cmenu Invokes an online menu to ease entering 'cset' arguments. May not be fully functional at this time. ~ 101 COINDUCT COOUTCAST~ 'Syntax: coinduct <player> Syntax: cooutcast <player> Coinduct and cooutcast are similar to the 'clan' commands of induct and outcast, but function to induct or outcast members from councils. Coinduct will bring a new player into the council. Cooutcast will remove them from the council. ~ 0 COLOUR COLOR COLOURS COLORS PCOLORS~ &w^xThe foreground special character is: && Tokens for && are: &w&&x -&x Black &w &&r -&r Red (blood) &w&&g -&g Green &w &&O -&O Orange (brown) &w&&b -&b Dark Blue &w &&p -&p Purple &w&&c -&c Cyan &w &&w -&w Gray (default color) &w&&z -&z Dark Grey &w &&R -&R Light Red &w&&G -&G Light Green &w &&Y -&Y Yellow &w&&B -&B Blue &w &&P -&P Pink &w&&C -&C Light Blue &w &&W -&W White &wThe background special character is: ^^ Tokens for ^^ are: ^x ^^x(z) - ^xBlack ^x ^^r(R) - ^rRed ^x ^^g(G) - &x^gGreen&w ^x ^^O(Y) - &x^OOrange&w ^x ^^b(B) - ^bBlue ^x ^^p(P) - ^pPurple ^x ^^c(C) - &x^cCyan&w ^x ^^w(W) - &x^wGrey&w ^zThe tokens in brackets are the same colors, but cause the foreground color to flash. ^x Note: If setting both foreground and background colors. The foreground must precede the background color. See also: HELP PROMPT ~ 0 COMBAT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob> to get a look at its equipment and description, this will often help indictate how hard a fight might be. You can CONSIDER <mob> for a one on one comparison of the mobs hitpoints and level to your own. You may also FEEL IDENTIFY <mob> to get more detailed information about the mob if you have force ability. You may start a fight by using KILL, MURDER, or many powers and skills available to players. The easiest way to start a fight is to KILL <mob>. Currently, you may also MURDER <mob>, but this causes the mob to yell out. ~ 101 COMMENT~ Syntax: comment write Syntax: comment subject <subject> Syntax: comment post <player> Syntax: comment list <player> Syntax: comment read <player> # Comment write puts you into the buffer, and the commands work just like writing a note. You may only read and post comments on players currently online (works on link-dead players as well). ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 1 CONFIG~ Syntax: config + or - <option> This command configures some of your character behavior. Typing CONFIG alone shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits. NORECALL Toggle automatic recall if you lose link during combat AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. AUTOGOLD You automatically split gold from kills with your group. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNTGA You receive a telnet GA sequence. NOINTRO Toggle whether you see the graphic screen at login GAG Toggle whether you see battle details in full or brief form. ~ 5 CONSENT~ .&G&WSyntax: &YConsent &G&W(name) &G&WSyntax: &YConsent xsocial &G&W(name) &G&WSeveral commands in addition to using xsocials requires &Yconsent &G&Wfrom another player. Commands that require consent: &Ycarry&G&W, &Ycosmetic&G&W, and &Ydiagnose&G&W. &RNote&G&W: &YConsent list &G&Wwill give you a current list of players you have consented. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 101 CONSTATES~ State | Description ----------------------------------------------------------- 0 | Player is playing. 1 | Player is prompted for his or her name. 2 | Player is prompted for his or her password. 3 | Player is prompted to confirm his or her name. 4 | Player is prompted to select a password. 5 | Player is prompted to confirm the password. 6 | Player is prompted to select his or her sex. 7 | Player is prompted to select a class. 8 | Player is reading the message of the day. 9 | Player is prompted to select a race. 10 | Unused. 11 | Player is in the line editor. 12 | Player is prompted to select RIP, ANSI or NONE. 13 | Player is viewing the title screen. 14 | Player is prompted to PRESS ENTER. 15 | Player is waiting for authorization (1). 16 | Player is waiting for authorization (2). 17 | Player is waiting for authorization (3). 18 | Player has been authorized. ~ 1 CONSTITUTION CON~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character receives each time it levels - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - the number of additional moves a character receives at level - improvement or worsening of a character's mental state, thus affecting general endurance No class receives constitution as a prime attribute. ~ 1 'CONTAINERS' 'CONTAINER'~ Containers are almost a necessity in the game. They are used to carry items, food, and drinks. They help allow you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM <container> or LOOK IN <container> allows you to see what it contains. GET <item> <container> allows you to take one item from a container. GET ALL <container> allows you to take everything from a container at once. GET ALL.<item> <container> allows you to take all of a particular item type PUT <item> <container> puts an item inside a container. PUT ALL <container> will put as much of your inventory in the container as possible, until the container is full. PUT ALL.<item> <container> will put as much of one type of item into the container as possible, until the container is full. ~ 101 CONTAINER_FLAGS~ Container flag values: Closeable = 1 Pickproof = 2 Closed = 4 Locked = 8 ~ 100 CONTRA CONTRABAND~ A contraband flag has been added for objects .. DO NOT SET IT ... it will be added and removed automaticly by customs officers and crimelords etc. Its purpose is to give experience for smuggling illegal goods from planet to planet. ~ 105 CONTROLS~ pfiles - save - saveflag - guild_overseer - guild_advisor - savefrequency - stun - stun_pvp - get_notake - dam_mvp dam_mvm - read_all - read_free - write_free - take_all - muse - think - log - build - proto_modify - orverride_private forcepc - &Rmset_player &B- &W Level To Be Able To Set A Player &Rpetsave &B- &WDoes a pet get saved on quit? &Rauth&B - &W Auto Auth? &Rmud_name&B - &G&WSets The Name Of the Mud ~ 0 COORDINATES~ .&G&WSyntax: &YCalculate &G&W(system) (x) (y) (z) Cordinates are used for Hyperspace jumps into systems Below is a list of last know posistions of planets in the current known systems: Coruscant System: Menari Spaceport (Coruscant) -345 -987 1508 Landing Platform Beta (Coruscant) -345 -987 1508 Zoltri Secondary Spaceport (Coruscant) -345 -987 1508 Gateway Landing Pad (Coruscant) -500 -1000 2000 Reserved Docking Bay (Coruscant) -500 -1000 2000 Coruscant Shipyard (Coruscant Space) 2872 3634 4082 Space Station Facility 'Mercy Point' (Coruscant Space) -3295 859 -1933 Corellia System: Coronet Spaceport (Corellia) 5000 7500 9000 Tourist Spaceport (Corellia) 5000 7500 9000 Casino Landing Pad (Corellia) 5000 7500 9000 Lunar Docking Bay (Lunar) 3333 4000 7500 Docking Bay I (Helton Trading Post) 3000 3000 3000 &rNote&G&W: See also, Help Coordinates2 ~ 0 COORDINATES2~ .&G&WSluis Van System: Sluivan Spaceport (Sluis Van) 7328 -3399 -9999 Navulis Market Bay (Sluis Van) 7328 -3399 -9999 Hapan System: Lorelan Spaceport (Hapes) 3000 7000 -4032 Consortium Docking Bay (Hapes) 3000 7000 -4032 Wroonan System: Wroona Landing Pad (Wroona) 2916 91384 31 Kashyyyk System: Thyss Landing Pad (Kashyyyk) 5153 1123 1150 ~ 1 CORPSE~ Corpses last approximately 15 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. ~ 0 COSMETIC~ .&PMedical &G&WSkill: &YCosmetic &PMedical &G&WLevel: 25 &G&WSyntax: &YCosmetic &G&W(name) (type) This skill allows you to give cosmetic surgery to another player. You can perform one of four surgeries: leg extensions, leg shortenings, lyposuction, or indosuction. &RNote&G&W: This skill needs consent before you can perform it upon another. ~ 1 COUNCIL COUNCILS SENATE SENATOR GOVERNMENT GOVERNMENTS POWER~ The senate will consist of the following: - 1 member from each clan(Decided by the clan leader or voted on by the clan members, the leader being it is not reccomended) - 2 Neutral Players(Campaign by placing a note on the main board and people will vote on yes or no for you, only neutral players may vote) - 1 immortal laison(can veto any decisions if he believes they are against the immortals guidelines and overall mud rules, will only vote in a deadlock) The final decisions of the members will be decided by the immortal staff, we will most likely follow the player choices. Clan Leaders - Please have your decision in by the 19th Neutrals - Those who wish to be a member of the senate please have a note on the main board that people can vote on describing why you would be good as a neutral repersentive. Neutral Voters - Please vote only twice or else all your votes will be void. You must be neutral to vote on a neutral repersentive. [Voting will be finished on the 19th] Senate will do the following(may change): - Judicary = Handle all rule breakers if they break enough rules or a large rule and will decide on a punishment (With Crueya's approval) - Create new rules or revise new ones (With Gavin's approval) - Handle all clan matters, e.g. clan wars, boundary dispute - Help encourage RP - Help newbies and encourage players to join our community - Handle any law suits This is just prelimnary. Any ideas please MUD mail to Blared. Thank you. ~ 105 CRASH~ Crashes are unforeseen interruptions in the game that cause everyone to be disconnected. If you type time and look at the system start up time, you can determine if the game has just rebooted or if it was a problem with only your character. 99.9% of the time corpses will save over a crash. The game will start back up with your character at the last place you saved or the game saved you. See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w ~ 105 CREATOR~ The following is a guideline of level 53 responsibilities: - An Immortal must spend at least 5-7 hours per week or at least 25 hours per month online to remain active and productive - Must be visible to all mortals, unless involved in running a quest, watching someone or building. - Authorization of new characters - Channel monitoring -- should keep all channels on - Appraising higher Immortals of Mortal rule violations - Advise a 55+ of all reimbursement requests from mortals - Cr's at discretion, monitoring note boards, remaining VISIBLE - Learning proper mortal discipline techniques and punishments - Helping 51 and 52 level immortals as needed. - Possible room building work - Possible work at 5500 if interested in building or coding - Possible council work Type 'wizhelp' to view your privileged commands. For a list of Immortal rules, 'help imm'. Visit note boards at 1200, 1213, and 1214 regularly. ~ 1 CREDIT~ &R------ &BGendi &R-&W For all the help coding and not limited to his module code &BSophia &R-&W For her countless hours building, helping with the wording of commands, and helping out players &BDrraagh &R- &WFor all the planet pictures he has created for the web page &BAqer&R - &WFor the suggestion of the color scheme for the channels &BSquall&R -&R&W For a countless number of things, Highwind etc etc etc ~ -1 CREDITS~ SWReality 1.0 is an extention of Smaug which was expanded from Merc which was derived from the original Dikumud code. SWReality 1.0 copyright (c) 1997, 1998 was created by Sean Cooper (specs@golden.net) based on a concept and ideas from the original SWReality immortals: Himself (Durga), Mark Matt (Merth), Jp Coldarone (Exar), Greg Baily (Thrawn), Ackbar, Satin, Streen and Bib as well as much input from our other builders and players. DikuMud (c) program and concept by Sebastian Hammer (quinn@freja.diku.dk), Michael Seifert (seifert@freja.diku.dk), Hans Henrik (bombman@freja.diku.dk), Tom Madsen (noop@freja.diku.dk), and Katja Nyboe(katz@freja.diku.dk). Merc 2.1 (c) was created by Furey (mec@shell.portal.com), Hatchet (hatchet@uclink.berkeley.edu), and Kahn (michael@uclink.berkeley.edu). Smaug (c) was created by Derek Snider with the help of Altrag, Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops. Star Wars and Star Wars names are the copyright (c) of Lucasfilm Ltd and the authors of the many Star Wars related books. see HELP DIKU, HELP SMAUG, HELP MERC and HELP SWREALITYfor more detailed credits. ~ 102 CSET~ Cset is used to set the system's 'control panel' settings. Syntax: cset <field> <level> Fields: save - saves the control panel settings stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail muse - level to see/use muse channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects override_private - level to override private/solitary rooms forcepc - level to force pc's saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) guild_overseer - name of the Overseer of Guilds guild_advisor - name of the Advisor to Guilds ~ 1 CSHIP~ &CCapital Ships: &w &Y-------------------------- &w Lictor-Class Dungeon Ship 'Lockdown' - Civilian Mon Calamari Centurion Cruiser 'Phalanx' - Civilian &CMisc :&w &Y-------------------&w More Freighters/Shuttles etc.... ~ 103 'CURE BLINDNESS'~ . &BForce level 8 Syntax: feel 'cure blindness' <target> This Force skill will allow you to restore vision to someone who has been blinded. ~ 1 'CURE LIGHT'~ &BForce Spell: Cure Light Force Level: 2 Syntax: feel 'cure light' <target> This Jedi spell will heal light wounds to yourself or others. ~ 103 'CURE SERIOUS'~ &BForce Spell: Cure Serious Force Level: 10 Syntax: feel 'cure serious' <target> Cure Serious, an evolved and more complicated spell that Cure Light, this heals wounds more efficiently than Cure Light, but less efficiently that Cure Critical. ~ 1 CYBER~ &R Cybernetic Enhancers - Availible at Mount Tantiss Cloning Facilities, a certain doctor, for a price will enhance your body using cybernetic tools. Below I will list the Cybernetic Parts availible and their advantages, disadvantages have not been coded in yet. * Internal Comm Unit - 750k - Provides a dedicated internal comlink. * Infrared Eyes - 1 mil Credits - Heat sensing. * Cyber Replacements (Legs) - 1.25 Mil Credits - Adds additional MV. * External Chest Plating - 1.75 Mil Credits - Not Operational Currently * Argumented Reflexes - 1.5 Mil Credits - Adds Dexterity. * Internal Computer - 1.6 Mil Credits - Adds Int * Arguemented Muscles - 1.6 Mil Credits - Adds Str. * Internal Reactor - 2 Mil Credits - Neutralizes Hunger/Thirst Permanently. * Cybernetic Sterilization 1.15 Mil Credits - NOT REVERSABLE AT THIS MOMENT &G&WNote: Before getting an &YINTERNAL REACTOR&G&W, make sure you are full and not thirsty. Otherwise your reactor may act up. Make sure you are certain before deciding upon STERILIZATION because it is NOT reversable at this time. ~ 1 D~ . WEARING AND SELLING EQUIPMENT ------------------------------- *WEAR <object> - you will wear that piece of equipment *WIELD <weapon> - you will wield that weapon *HOLD <object> - you will hold that object in your hands *REMOVE (rem) <object> - the object is remove and placed in inventory *COMPARE (com) <object1> <object2> - will compare the value of two items *REPAIR (repa) <object> - the blacksmith will repair your damaged item *APPRAISE <object> - the blacksmith will tell the cost to repair the item *LIST - when in a store, the items for sale will be listed *BUY <object> - you will purchase the item for the given price *SELL <object> - you will sell the item to the store and receive money *VALUE <object> - the storekeeper will say how much they will pay for item ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: barely scratch scratch graze bruise hit injure wound maul thrash decimate devastate maim MUTILATE DISEMBOWEL EVISCERATE MASSACRE OBLITERATE ANNIHILATE The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 101 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~ DAMAGE ACTION CLASS POWER SAVES none none none none none fire create lunar minor poison_death cold destroy solar greater wands electricity resist travel major para_petri energy suscept summon breath acid divinate life power_staff poison obscure death drain change illusion ~ 0 DEATH~ Death is now permanent unless you have made a clone. &R &R Note: You will lose all possessions upon dying even if you have a clone. This includes ships homes and bank accounts &g See Help Clone. ~ -1 DEFEL "AF'EL"~ Defel are an Alien species that appear as large, red-eyed shadows under most lighting conditions. This has given rise to their common name: Wraiths. Under Ultraviolet light, Defels appear as stocky, fur-covered bipeds with protruding snouts and long, clawed, triple-jointed fingers. They stand about 1.3 meters tall, with shoulders as wide as 1.2 meters across. This species lives in underground cities on the planet Af'El, where most inhabitants make their living through mining and metallurgy. In the galaxy at large, Defel often find employment as hired muscle, spies, and assassins due to their shadowy forms. Defels can't wear armor because it would interfere with their natural invisibility. However the fact that they are nearly impossible to see makes them very difficult to hit. ~ 101 DEFENSES~ parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport monsum1 monsum2 monsum3 monsum4 disarm See MSET and ATTACKS (Some are not implemented). ~ 10 DEITIES DEITY~ Syntax: deities Syntax: deities <deity> The deities command displays all the deities of the world. Using an argument will display the target deity's description. SEE ALSO: supplicate, favor, devote. ~ 105 DELAY~ Syntax: delay <victim> <rounds> This command will allow an immortal to "pause" a player. All commands received by the mud from that player will be delayed by the number of round determined by the delaying immortal. After the rounds have elapsed, anything input by the victim during the delay will take affect on the mud. NOTE: Mobiles cannot be delayed. ~ 1 DELETE SUICIDE~ . Syntax : Suicide (password) Usefull for getting rid of unwanted characters. &R NOTE: Only one character / Player is allowd &g ~ 101 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and can only be undone offline by someone with access to the player files directory. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 1 DEPOSIT WITHDRAW BALANCE BANK~ Syntax : BANK (deposit|withdraw|balance) (amount) A bank is the safest place to keep your credits. People get killed for money quite often in the Star Wars universe. ~ 0 DESCRIPTION BIO~ &W--------------- Syntax: Desc Syntax: Bio --------------- DESC - This is your physical description that someone see's when they LOOK (your name). It should be written in second person view, such as, (example: Before you stands a roughly built man with dark hair. etc) BIO - This is your characters history or background. Basically what has happened to your character up to the point of your arrival at the Coruscant Hotel. It is what people will see when they type WHOIS (your name). &RNote &Y- &WYour Biography and your Description must both be a minimum of 3 FULL lines long. Do NOT chop or crop your Bio or Desc. &RNote &Y-&W I know this is sead above, but a bio is supposed to be a backround story, not a journal of your characters events here. If you want to update it with some more recent events, thats fine, but it can not be more then the max 30 lines. ~ 101 DESTRO DESTROY~ Syntax: destroy <character> This command immediately deletes the pfile of the victim, and will simultaneously force the character offline if they are connected. ~ 105 DESTROYSLAY~ Syntax: destroyslay <type> This command deletes a slay type from the table of options. See also: SETSLAY, SHOWSLAY, MAKESLAY, SLAY ~ 103 'DETECT DARKNESS'~ &BForce Spell: Detect Darkness Force Level: 5 Syntax: feel 'detect darkness' This spell adjusts your vision so those who abuse the Force specifically stand out. ~ 103 'DETECT FORCE'~ . Force level 5 Syntax: feel 'detect force' This Force skill allows you to detect objects, players, and mobs which are touched by the Force. ~ 103 'DETECT INTENT'~ . Force level 8 Syntax: feel 'detect intent' <target> This Force skill allows to detect the alignment of the target, be they good, neutral, or evil. ~ 103 'DETECT MASKING'~ . Force level 4 Syntax: feel 'detect masking' This Force skill allows you to masked (invis) mobs, players, and items. It can only be used upon yourself. ~ 103 'DETECT POISON'~ &BForce Spell: Detect Poison Force Level: 9 Syntax: feel 'detect poison' <target> Detect Poison adjusts your vision so you are able to detect poisons in a specific target. ~ 0 DETRAP~ .&zSmuggling &G&WSkill: &YDetrap &zSmuggling &G&WLevel: 32 &G&WSyntax: &YDetrap &G&WThis skill allows &zSmugglers &G&Wto disarm a trapped object. Use it with care. ~ -1 DEVARONIAN~ The humanoid Devaronians come from the temperate world of Devaron. The males are hairless, with a pair of horns on the tops of their heads and sharp incisors filling their mouths. ns on the tops of their heads and sharp incisors filling their mouths. Many species feel uncomfortable in their presence, for they resemble the devils of a thousand different myths. The females are larger, with thick fur and no horns. The males suffer from wanderlust, and can be found in spaceports throughout the galaxy seeking passage to someplace else. The females prefer to remain at home and keep their advanced industries running. ~ 1 DEXTERITY DEX~ Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of new moves you receive each time you level, as well as the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash and stun, and helps determine whether a thief will be able to poison a weapon. Dexterity is also very important for quaffing potions in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop many of the valuable vials. ~ 0 DIAGNOSE~ .&PMedical &G&WSkill: &YDiagnose &PMedical &G&WLevel: 15 &G&WSyntax: &YDiagnose &G&W(name) (type) This skill allows you to give one of three tests to another player. The tests are for pregnancy, drugs, or bones. &RNote&G&W: This skill needs consent before you can perform it upon another. ~ 101 DICEFORMULAS~ To make the special SMAUG powers possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M force V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 0 DIG DIGGING BURY BURYING~ .&zSmuggling &G&WSkill: &YDig &zSmuggling &G&WLevel: 2 &G&WSyntax: &YDig &G&WSyntax: &YBury &G&W(item) You can &Ydig &G&Wand &Ybury &G&Witems through the use of the &Ydig &G&Wskill and the &Ybury &G&Wcommand. &YBuried &G&Witems are not visible to players. To &Yunbury &G&Wsomething, one must &Ydig &G&Wit up. Having a shovel raises your chance of success. If you &Ydig &G&Win a direction, you will be attempting to &Ydig &G&Wopen an exit. To &Ybury &G&Wan item (or corpse), drop the item on the ground and &Ybury &G&W(item). Depending on the size and weight of the object, you might need a shovel. &RNote&G&W: Deadly players can &Ybury&G&W/&Ydig &G&Wup each other's corpses. &RNote&G&W: Items &Yburied &G&Wwill not last beyond a crash or reboot. Do not attempt to use this skill as storage for items you wish to keep. ~ -1 DIKU~ Realms of Despair was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ 0 DISARM~ .&rCombat &G&WSkill: &YDisarm &rCombat &G&WLevel: 55 &G&WSyntax: &YDisarm &G&W(mob/name) This skill allows you to &Ydisarm &G&Wyour opponent during a fight. ~ 1 DISGUISE~ .&zSmuggling &G&WSkill: &YDisguise &zSmuggling &G&Wlevel: 50 &G&WSyntax: &YDisguise &G&W(string) This skill allows you to change your title to one that does not include your name. This skill is good for impersonating others or just baffling others with your true identity. ~ 101 DMESG~ Syntax: dmesg Displays the contents of the boot log. ~ 101 DND~ On or off syntax: DND This command toggles your personal dnd flag. This command effectively secludes immortals from those of lower level. Each immortal has a personal dnd flag associated with their pfile. In addition, each room can have a dnd flag associated with the room. When your personal dnd flag is set, lower level imms can't 'at', 'goto', 'trans', sight you on 'where' or 'where (name). This does not affect LD immortals, they can still be transferred, even with the DND flag on. To see the flag's status, 'mstat self', it will be listed under 'pcflags'. Syntax for room flag: redit flags DND The DND room flag effectively blocks any 'at', and 'goto' commands either to the room, or to a mob/object in the room. NOTE: It is only in effect if: a) there is an immortal in the room with their DND flag on. b) the immortal attempting the commands is of lower level than the immortal with the activated DND flag in the room. ~ 0 DODGE~ .&rCombat &G&WSkill: &YDodge &rCombat &G&WLevel: 50 This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. ~ 1 DOMINATE~ .&GPiracy &G&WSkill: &YDominate &GPiracy &G&WLevel: 80 &G&WSyntax: &YDominate &G&W(name) The &GPirate&G&W's equivalent to a &pDiplomat&G&W's &YSeduce&G&W, &YDominate &G&Wforces a mob to follow you and/or take orders from you. ~ 10 DOORBASH~ .&rCombat &WSkill: &YDoorbash &rCombat &WLevel: 10 &WSyntax: &YDoorbash &W(direction) &YDoorbash &G&Wwill let you break down locked doors, including ones that cannot be picked. ~ 101 DOORDIRS~ Here is the order of the exits, and their corresponding values: --------------------- | Direction | Value | |-------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be | NORTHWEST | 7 | fully supported by all of the code yet. | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | --------------------- See REDIT, RSTAT and RESETCMDS. ~ 1 'DREAM'~ &B Force Spell: Dream. Force Lvl: 100 Align Needed: None. Syntax: feel dream [player] [message] Dream allows you to delve into your mind allowing a Forcer to penetrate ones mind while in slumber so that a message can be revealed. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> drop <amount> coins Syntax: get <object> get <object> <container> Syntax: give <object> <character> give <amount> coins <character> Syntax: put <object> <container> Syntax: get/put/drop <# amount> <object> Syntax: get/put <# amount> <object> <container> DROP drops an object, or some coins, on the ground. GET takes an object, either lying on the ground, or from a container, or even from a corpse (TAKE is a synonym for get). GIVE gives an object, or some coins, to another character. PUT puts an object into a container. Use 'drop/get/put all' to reference all objects present. Use 'drop/get/put all.<object>' to reference all objects of the same name. Examples: - drop 1000 coins - get all.ball backpack - get 5 sword - put 15 potion backpack ~ 1 'DUAL WIELD'~ &rCombat &G&WSkill: &YDual Wield &rCombat &G&WLevel: 30 This skill allows you to wield two weapons simultaneously. This is an automatic skill once learnt. ~ -1 DUINUOGWUIN~ Duinuoqwuins, or Star Dragons, are a sad, noble species with a habit of taking up lost causes. These huge, snakelike multipeds with gossamer wings average about ten meters long. Large, reptilian scales cover their bodies, though they have floppy, mammallike ears. Each body segment has a pair of legs, though the limbs attached to the foward segments have evolved into arms and hands. This ancient species comes from a secret, unknown world. They can be encountered on all types of worlds and even in deep space, where it seems they n eed to artificial protection. The Star Dragons have a deep-rooted sense of morality and honor, and most have at least some sensitivity to the Force. There are even tales that tell of an ancient time when Duinuoqwuin served as Jedi Knights. Because of their enormous size Duinouqwuin cannot wear armor. However they have excellent hit points and regeneration rate. They also fave the unique ability to fly. They are also very strong in the force. ~ 1 E~ . GROUPING WITH OTHER PLAYERS ----------------------------- If you are within 5 levels of another character, you have the ability to group with that player. You are not able to group a non-deadly and a deadly character however (see HELP DEADLY). When you are grouped with another player, you attack mobs together and share the experience for each kill. Group Commands: *FOLLOW <player> - you will follow that player at which point they group you - to remove yourself from group type: FOLLOW <your name> *GROUP <player> - you add that player to your group - typing GROUP alone will list the people in your group - to remove someone from group type: GROUP <player name> *GTELL <message> - you tell the group a message *SPLIT <amount> - splits the gold among the group ~ 0 EAT DRINK~ Syntax: drink <object> (drink liquid from a drink container) Syntax: eat <object> (eat food or a magical pill) eat <object> <container> (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with either 'score' or 'oldscore'), you will not regain hitpoints, movement points or force back as rapidly as if you were well fed and hydrated. If you stay hungry or thirsty too long and you are not an Avatar, your mental state will begin to suffer. Your combat skills will be affected, your coordination will suffer and you may begin to either hallucinate or become depressed. Eating, drinking and a little rest will solve this problem after a short period of time. ~ 101 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 101 ECOLOR ECOLOUR~ . The following 16 colors are supported in the commands echo, recho, mpecho, mpechoat and mpechoaround. _whi White _yel Yellow _blu Blue _dbl Dark Blue _lbl Light Blue _cya Cyan (sort of turquoise) _gre Green _dgr Dark Green _cha Charcoal (grey) _dch Dark Charcoal (dark grey) _pur Purple _red Red _ora Orange _bro Brown _pin Pink _bla Black If the indicator is preceded by an asterisk, the message will blink. recho _red This is an example of recho in red. recho *red This is an example of recho in blinking red. mpecho _yel This is an example of mpecho in yellow. mpe _yel This is an example of mpecho in yellow. mpechoat $n _blu This is an example of mpechoat in blue. mea $n _blu This is an example of mpechoat in blue. mpechoaround $n _bro This is an example of mpechoaround in brown. mer $n _bro This is an example of mpechoaround in brown. You only need to enter as much of the color indicator as required to uniquely identify it. mpe _r This is an example of mpecho in red. ~ 101 ECONOMY~ Each area will initialize (on bootup of the mud) with a pool of gold based on the area's range and the wealth of each mob in that area. The shopkeepers and thieves will automatically deposit gold into the economy if they are carrying more than a certain amount (the higher the level of the shopkeeper, the greater they will carry before depositing). To allow mobprogs to be created to manipulate area economies, making them interactive and interdependent, there are two mpcommands: mpdeposit, and mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck. The aset command can also be used to adjust an area's economy by hand (example: aset <area filename> low_economy <amount>, this will give the specified area a minimum economy at the level you set). Mobs will not repop with more gold than what they were originally created with, but if the area economy runs low they will begin to repop with less until the economy is replenished (as they all share the same gold pool). Use foldarea to make changes to an area's economy with aset permenent. See ASET, FOLDAREA ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 0 EMPTY~ Syntax: empty <container> Syntax: empty <container> <container> This command allows you to empty a container of its contents. Use 'empty <container>' to dump the contents to the ground. Use 'empty <container> <container>' will empty the contents of the first container into the second container. ~ 1 ENGINEER~ ~ 0 'ENHANCED DAMAGE'~ .&rCombat &G&WSkill: &YEnhanced Damage &rCombat &G&WLevel: 15 This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 1 ENLIST~ Black Sun - Byss (in front of the Palpatine Statue) Corporate Authority - Outpost Moon (Coruscant, just after the Outer System Landing Pad) Pilots Unlimited - Phantom Raider Smuggler Alliance - Centennial Raven ~ 0 ENTER LEAVE~ Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 0 EQ INV EQUIP EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 1 EQDAMAGE~ While in combat, you may notice that your equipment is taking damage. For example, you may see "Your lifebane gets damaged." Each time this happens, the AC of the item is damaged by one. If the AC on an item is 5, after it is damaged more than five times it will be destroyed or scraped. If you wish to preserve the equipment, you must repair it by taking it to the town blacksmith. (NOTE: Not all equipment is repairable) You may also notice that while fighting a creature which attacks you with acid breath or another acid attack, your equipment gets "etched and pitted." When this occurs the AC on that item is damaged by one permanently. You cannot repair the damage done by "pitting and etching." ~ 0 EVASIVE~ .&BPiloting &G&WSkill: &YEvasive &BPiloting &G&WLevel: 75 &G&WThe &BPilot&G&W's equivalent to a &RCombatant&G&W's &Ydodge&G&W, this skill enables you to avoid an enemy ship's fire. This skill is automatic once learned. ~ -1 EWOK ENDOR~ The Curious, furred bipeds native to Endor's forest moon are called Ewoks. Standing about one meter tall, the tribal Ewoks have yet to advance beyond spears and bows, but their understanding of forest lore and survival skills cannot be matched by a more advanced species. These Hunter gatherers live in village clusters built high within the moon's giant trees. Easily startled, the Ewoks are nonetheless brave, alert, and loyal, and they can be fierce warriors when necessary. The Ewok language is liquid and expressive, and most humans and other aliens can learn to speak it. Ewoks, conversely can learn Basic, though they often mix in many words from their own language. During the day, Ewoks come down out of their tree villages to hunt and forage on the forest floor. At night, the forest belongs to huge carnivores, and even the youngest Ewoks know not to venture out after dark. The Ewoks' mystical beliefs contain many references to the Force, though it is never named as such. They are a musical species, are overly curious, and are loyal to their tribes and friends. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 101 EXFLAGS~ The redit exflags <dir> [flag] ... command accepts the following flags: ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door SWIM * | Must be able to swim to go that way (or have a boat or float) PICKPROOF | Door is pickproof FLY | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor power HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag WINDOW | Cannot go through this exit (doesn't appear with autoexits) * Not yet implemented ~ 101 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. For more than one exit in the same direction see ADVANCEDEXITS. The syntax of the 'redit exit' command is as follows: redit exit <direction> [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit <direction>' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 0 EXITS~ 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). ~ 101 EXITTYPES~ These are the currently valid exit-types: 0 - Plain exit 1 - Door exists (Required to be closed or locked) 2 - Door is Closed 4 - Door is Locked 8 - Door is Secret (Trying to go that way won't reveal door) 32 - Door is Pickproof (Door can't be picked by power or skill) 64 - Need to be able to fly to go that way 128 - Need to be able to climb to go that way 1024 - Door is Passdoor proof NOTE: You must ADD the values together to generate an exit-type: 3 = a closed door 7 = a closed and locked door 11 = a closed secret door 15 = a closed, locked and secret door -- Use the 'redit exflags' command to change these flags, and to set the advanced exit flags, most of which are not shown above. See EXFLAGS and EXITMAKING. ~ 0 EXPERIENCE LEVEL XP~ Syntax: level Your character advances in power by gaining experience. Type LEVEL to see how many experience points you'll need for the next few levels. You gain experience by: inflicting damage upon an opponent being part of a group that kills an opponent succeeding while learning a skill or a power through real world usage You lose experience by: fleeing from combat recalling out of combat being the target of some powers (energy drain, etc.) dying The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment and some random variation. Your last 25 kills are recorded. Each time you kill a creature that has been one of your last 25 kills you will receive less and less exp for it. The creature will also learn from its experience with you over time; if its intelligence is higher than your own it will begin to gain an advantage over you in combat. ~ 1 EYES~ 0) blue 1) green 2) brown 3) grey 4) black 5) hazel 6) aqua 7) royal blue 8) baby blue 9) evergreen 10) jade green 11) muddy brown 12)sable brown 13) midnite black14) purple 15) blood red 16)charcoal grey 17) sky blue 18) lavender ~ 1 F~ . COMMANDS FOR COMBAT --------------------- *KILL <mob> - you begin to attack the mob (you need only type once) *FLEE - you attempt to flee from the fight *FEEL <force power> - you use the powet (see HELP <power> for more info) *CAST <force power> - being replaced by FEEL (but you can still use cast) *GLANCE <mob or player> - tells you how wounded the target is *CONSIDER (con) <mob> - gives you an idea on how tough the mobile is *LEVEL - shows you how many experience points you need till next level *WIMPY <number> - if your hitpoints go under that number, you flee combat *CONFIG +/-FLEE - you do/don't flee when attacked *RESCUE <player> - you replace a player in a fight *SHOVE <player> <direction> - a deadly player is shoved in a given direction *DRAG <player> <direction> - a sitting deadly player is moved that direction ~ 1 FCZ~ Flight Control Zone When set FCZ prevents hyperspace jumps into or out of the FCZ eg if Coruscant's FCZ was set to 1000 you would not be able to jump anywhere within 1000 coord units of a planet ~ 0 FILL~ Syntax: fill <drincon> Syntax: fill <container> Syntax: fill <pipe> <herb> FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill <drinkcon>' - to fill a container such as a backpack with items from the ground, type 'fill <container>' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill <pipe> <herb>' ~ 1 FIRSTAID "FIRST AID" MEDPAC~ .&PMedical &G&WSkill: &YFirst Aid &PMedical &G&WLevel: 5 &G&WSyntax: &YFirst Aid &G&W(character) &YFirst Aid &G&Wallows you to use the contents of a medkit to heal minor damage to yourself or another person. ~ 0 FIXCHAR~ Syntax: fixchar <character> Resets a character's saving throws and mentalstate. Should probably not be done while the character is equipped. ~ 105 FIXED~ Syntax: fixed <message> fixed list This command records your message (250 chars or so max) to a permanent record file. All changes made to live areas, made with foldarea, etc. should have some kind of entry recorded here. Your name and the roomvnum in which you are standing at the time are automatically recorded when you use the command. If you post a note about the change, please make a fast entry pointing it out. (The board in 1215 is best for such notes.) Using 'fixed list' will display the contents of the current fix record. NOTE: This file supports color tokens, be careful with them. ~ 0 FLAMESTRIKE~ Syntax: feel 'flamestrike' <victim> This power inflicts damage on the victim. ~ 0 FLEE RESCUE~ .&rCombat &WSkill: &YRescue &rCombat &WLevel: 8 &G&WSyntax: &YRescue &W(player) This skill allows you to pull someone out of battle and into safety stopping a fight. The chances of this working depend on your proficiency in this skill. &RNote&W: This is an offensive skill. &YRescuing &Wa player from another will cause that player to attack you instead. ~ 1 FLOAT~ &B Force Spell: Float Force Level: 10 Syntax: feel 'float' <target> This Force skill will allow you, or another, to float in mid-air for a period of time. While floating, you tire much slower then if you were walking. ~ 101 'FLOAT'~ Syntax: cast 'float' <character> The power enables the target character to float. It is useful in saving mv (movement points), as well as in preventing damage taken when falling and in preventing an opponent from tripping you. It does not allow you to travel through areas which require you to fly, however. ~ 0 FLY~ Syntax: cast 'fly' <character> This power enables the target character to fly. It is useful in saving mv (movement points), preventing a character from falling when in the air, moving over water or through the air, and in preventing an opponent from tripping you. Some water areas require the use of fly to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps <hitpoints>, you should cast fly immediately. ~ 1 FLY DRIVE REPULSOR~ Syntax: Repulsor (Toggles) Syntax: Drive <direction> Syntax: Fly <Direction> REPULSOR turns on repulsors on your ship/speeder, which allows you to move in directions while on planet. DRIVE allows you to drive speeders and some ships around on planets. FLY does the same as Drive, but is used for Cloud Cars and the like. ~ 101 FOLDAREA~ Syntax: foldarea <area filename> This command is used to save a live (non-prototype) area file, usually after it has been modified. It should be used with extreme care. See ASET, UNFOLDAREA and INSTALLAREA. ~ 0 FOLLOW GROUP~ Syntax: follow <character>; Syntax: group <character>; Syntax: group 'Follow' starts you following another character. To stop following, type 'follow self'. You cannot follow those more than ten levels above you. 'Group <character>' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, using 'group <character>' will remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave your group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. You may follow lower level characters or characters up to ten levels higher. You may group only characters within eight levels of your own. 'Group all' groups all eligible players following you in the room. 'Group disband' allows a leader to disband his group (members stop following and are ungrouped). ~ 101 FOR~ Syntax: for <argument> <command> Syntax: for <argument> <command> <target> For allows an immortal to perform a command at or even on a large number of targets. The arguments include: all, mobs, gods. Example: for gods gl, you will 'glance' in the room of every god who is online (include link-dead) You can also perform an action on the argument target. Example: for mobs poke #, you will perform the 'poke' social on every mob in the game. 'For' does not override private flags. ~ 101 FORCE~ Syntax: force <victim> <command> Syntax: force all <command> Force forces one mob or character to execute a command. FORCE 'all' forces _all_ everywhere in the game to execute a command, typically used for 'force all save'. Note that the level required to use force on mobs can be different than the level required to use force on players, and can be adjusted via 'cset' (see 'help cset'). ~ 0 FORCE BOLT~ &BForce Spell: Force Bolt Force Level: 27 syntax : feel 'force bolt' [mob/player] First electricity spell availible to Sith. Delivers a minor-bolt of electricity into your opponent. Fairly weak. ~ 1 FORCE PIKES~ &P Weapons Skill: Force Pikes Combat Level: 3 Syntax: none This skill allows a player to wield a Force Pike - Practicing this skill can be done by wielding the Force Pike in battle. This allows you to use a Force Pike to your maximum potential, and is automatic once practiced. ~ 103 'FORCE SIGHT'~ . Force level 4 Syntax: feel 'force sight' This Force skill grants you infrared vision, and allows you to see living beings in the dark. ~ 1 'FORCE SPRAY'~ . &RForce level 2 Syntax: feel 'force spray' <target> This Sith spell will inflict moderate damage to the target. ~ 101 FORCECLOSE~ Syntax: forceclose <descriptor> This command will force a certain descriptor to close. This is useful to disconnect connections that aren't really connected due to a poor TCP connection. It can also be used to forceclose a connection before a potential problem player can even get to the authorization state of connection. See USERS, CONSTATES and DISCONNECT. ~ 101 FORMPASS~ Syntax: formpass <new password> <character name> Example: formpass temporary Joseph Used to help in changing a character's password if they have forgotten or misplaced their own. This command will return the encrypted form of the specified password for the specified character name. Password and character name are case sensitive, and the character name _must_ be capitalized. The resulting encrypted password must then be pasted into the character's pfile offline by someone with access to player files. ~ 101 FQUIT~ Syntax: fquit <character> Can be used by low-level imms to force a level 1 player to quit the game, for example if the player is accidentally authorized or is causing problems and there are no higher immortals around to deal with the problem. Fquit does not work on any player higher than level 1. ~ 1 FRC~ FRC is the force stat, this stat stays invisible to players throughout their life, you never truly know how strong you are in the force, however that stat may be increased by training both wisdom and intelligence with mobiles around the mud. See also: help train. ~ 1 FULLNAME~ .Syntax: Fullname (string) Similar to Title, Fullname allows you to set the name that others will see when you say, chat, or send tells. &YFullname is IC. ~ 0 FURNITURE~ Syntax: <action> <object> It is now possible to sit/stand/sleep/rest on/in/at properly created pieces of furniture. All you have to do is find a piece of furniture that is working properly and just type sit chair if it was a chair. If you can sit on it, it will allow you to either sit on/in/at it. Furniture are objects you can interact with like sit down, lay down such as beds, couches, sofas, etc etc. Before you ask for a piece. Make sure you decide what you want it to look like. Example - ~ 101 FURNITUREVALUES FVALUES FVALUE~ It is now possible to sit/sleep/rest/stand on furniture. Here is how all of this works. value2 - sit/sleep/rest/stand on furniture (more below) As for value2, it uses bitvictors, and here are their numbers SIT ON - 1 SIT IN - 2 SIT AT - 4 STAND ON - 8 STAND IN - 16 STAND AT - 32 SLEEP ON - 64 SLEEP IN - 128 SLEEP AT - 256 REST ON - 512 REST IN - 1024 REST AT - 2048 Furniture is set using the v2 setting and through adding the values to make it work. Say you want SIT ON and STAND IN, you would add 1 and 16 and get 17. A quick note, you can only be on in at an object. If you set all 3 of them to lets say Sit, when type type sit object, they will sit at the object. So only select one. Furniture Code 1.01 provided by Xerves of Rafermand. ~ 1 G~ . COMMUNICATION COMMANDS ------------------------ *CHAT <message> - everyone can hear this message *TELL <player> <message> - only that player will see your message *ASK/ANSWER <message> - for asking and answering questions *EMOTE <message> - this prints <Your name> <message> on the screen *QUEST <message> - channel used for questing players *REPLY <message> - sends a messages to the last person who sent you a tell *SAY <message> - the message is only heard by the people in the room *SHOUT <message> - message is only heard by people who are awake *YELL <message> - message is only heard by people in the area *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders *CHAN +/-<channel> - you can turn a channel on and off **** Also see HELP LANGUAGES, NOTES, and MAIL **** ~ 1 GAMES~ Syntax: game slots slot name Syntax: game highdice bet For information on these games type: Slot Machine Help - type 'help slots' High Dice Help - type 'help highdice' v2 More games are coming in the future. Sembiance (bert@ncinter.net) ~ 101 GAMEVALUES~ Slot Machines have an object type of "slotmachine" as well as 5 different values for the slot machine options. These values are: v0 - The cost in gold to play the machine. v1 - The starting jackpot in gold v2 - How many bars the machine is, 3 or 5 only. v3 - Partial winning. a 1 here means give gold for only matching some of the bars. a 0 here means the player can only win if he matches all the bars. v4 - Jackpot Freezing. This is freeze the jackpot from increasing and decreasing in amount. ~ -1 GAMORR GAMORREAN~ A pig-like brutish race with green skin and snouts,small horns, andupturned tusks. They average in height about 1.8 meters. They make excellentheavy laborers and mercinaries due to their strength. They are known for irrational violent tendencies. Their native world is the planet Gamorr. The females handle most of the work load while the males constanly trainfor war and fight. Gamorreans live in clans headed by matrons who order themales to fight from early spring to the late fall. They are often hired aspersonal body guards and even bounty hunters on occassion. Recommended Roleplay Professions:Primary: CombatSecondary: Smuggler Max stats for Gamorrean:Gamorrean max levels for a chosen profession: combat: 150 30 30 1 16 50 110piloting: 90 130 50 1 54 60 60 engineer: 90 55 130 1 43 40 50bhunter: 115 55 30 100 32 50 60 smuggler: 90 80 30 1 116 50 60diplomat: 90 30 30 1 24 150 110 leader: 90 30 30 1 24 100 150forcer: 115 55 30 1 28 50 60 ~ 1 GAMORREAN GAMORREANS~ The Gamorrean people are known for their brutish, porcine appearance, along with their great strength and minute intelligence. Green skinned with pig-like snouts, they are among the Galaxy's best laborors and mercenaries. They also have impressive stamina, allowing them to with- stand large assaults and physical trauma. When Gamorr was discovered, the populace was enslaved. Those who escaped this fate quickly traveled offworld to sell their services to outsiders as guards and mercenaries. Now, thanks to their superb idiocy, they have been abandoned as a source of slave labor. ~ 0 GATHER_INTELLIGENCE~ .&pDiplomacy &G&WSkill: &YGather_intelligence &pDiplomacy &G&WLevel: 90 &G&WSyntax: &YGather_intelligence &G&W(name) This skill enables you to locate another mob or player with the use of spies. Only land locations will reveal a location, if your target is in space, your spies will not be able to locate him or her for you. ~ 200 GAV2~ telnet://206.231.218.75:6666 http://homestead.deja.com/shabbyblue/files/sw1999.htm Garik's Mud: therush.net 5000 24.95.169.47 Have a room where you can install modules(it'll have to be engineers who do so, and must be expensive) so you can install like planetary shields and such the more you have, the harder it is to bomb ( 1) run ( 10) spray ( 12) undercover ( 20) smoothtalk ( 23) poison_char ( 24) coverup ( 24) swipe ( 26) lithe ( 30) set_plastique ( 35) sidestep ( 40) drug ( 45) sabotage ( 50) informants fix clerk in 10244 Breath of Fire II ~ 191 GEMCUTTING~ .&CEngineering &G&WSkill: &YGemcutting &CEngineering &G&WLeveL: 50 ~ 1 GEMOTE~ &BG&bemote ------ &WThis channel is instead of global socials, because I belive a global emote channel will have more freedom. If this channel continues to be abused, then I will have to remove it. &BE&bxamples &BO&bf &BP&broper &BU&bsage &Wgemote laughs gemote starts to cry gemote screams like a little school girl gemote sings a lullably ~ 1 GLANCE~ syntax: glance syntax: glance <victim> Glance alone shows you only the contents of the room you are in, eliminating the description. Glance <victim> shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ 1 GOLD~ Syntax: gold Displays the current total credits you are carrying. ~ -1 GOTAL~ A Gotal is any member of the intelligent, technologically advanced, bipedal species from the moon called Antar Four. They have two cone-shaped growths rising from their heads, flat noses, protruding brows, and shaggy gray fur. The head cones serve as additional sensory organs, able to pick up and distinguish different forms of energy waves. Most other species feel uncomfortable around Gotals because of their additional senses. For their part, Gotals do not like droids due to the high-energy output they give off, which tends to overload the Gotal's senses. They have a hard time interpreting the emotions of other alien species, often mistaking affection for love and anger for hatred. They make excellent scouts, bounty hunters, trackers, and mercenaries, though they tend to try to remain neutral in the galactic conflict. ~ 101 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. If the location is a vnum, and it does not already exist, and it is within your room vnum range; it shall be created for your to edit further with REDIT. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. See REDIT. ~ -1 GREETING~ Welcome to.... ________ ___ ____ / __ __| / _ \ | _ \ ______> \ | | | _ || /_____________________________ / _______/ |_| |_| |_||_|\______________________________ \ / / \ \ | | The Unknown Regions: | | | | UR 1.0 by Gavin with help from Gendi, Blared and Jarrel | | | | SWReality 1.0 by Sean (Durga the Hutt) Cooper | | | | Original SMAUG 1.0 written by Thoric (Derek Snider) | | | | Original MERC 2.1 code by Hatchet, Furey, and Kahn | | | | Original DikuMUD code by: Hans Staerfeldt, Katja Nybo, | | | | Tom Madsen, Michael Seifert Sebastian Hammer. | | | | Star Wars and its names are a copyright of Lucasfilm ltd | | | | | | \ \____________________________ _ ___ ____ _______/ / \___________________________ | | | / _ \ | _ \ / _______/ | |/\| || _ || / > \ \_/\_/ |_| |_||_|\_\|__/ Problems? Questions? Contact Gavin at ur_gavin@hotmail.com Holonet Login: ~ -1 GREETING1~ Please enter your name: ~ -1 GREETING2~ . . . + . . . . . . . . . ,,o . __.o+. . od8^ . oo888888P^b . . ,".o' . . `b^'""`b -`b . ,'.'o' . . t. = -`b -`t. . ; d o' . ___ _.--.. 8 - `b =`b . dooo8< .o:':__;o. ,;;o88%%8bb - = `b =`b. . . |^88^88=. .,x88/::/ | \\`;;;;;;d%%%%%88%88888/%x88888 :-88=88%%L8`%`|::|_>-<_||%;;%;8%%=;:::=%8;;\%%%%\8888 . |=88 88%%|HHHH|::| >-< |||;%;;8%%=;:::=%8;;;%%%%+|]88 . | 88-88%%LL.%.%b::Y_|_Y/%|;;;;`%8%%oo88%:o%.;;;;+|]88 . Yx88o88^^'"`^^%8boooood..-\H_Hd%P%%88%P^%%^'\;;;/%%88 . `"\^\ '"""""' d%P """^" ; = `+' - P . `.`.b . :<%%> . : - d' - P . . .`.b . . `788 ,'- = d' =.' . ``.b. :..- :' P . `q.>b . `^^^:::::,' . ""^^ . . . . . . . . . . + . SWR: The Unknown Regions SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net Original SMAUG 1.0 written by Thoric (Derek Snider) with help from Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog. Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer Star Wars and Star Wars names are a copyright of Lucasfilm ltd. Please enter your name: ~ 1 GRENADES~ .&rCombat &G&WSkill: &YGrenades &rCombat &G&WLevel: 60 &G&WSyntax: &YArm &G&W(grenade) This skill allows you to &Yarm &G&Wgrenades before using them. One usually decides to &Yarm &G&Wa grenade, &Ythrow &G&Wthe grenade and then run (away from the grenade). ~ 1 GRIP~ .&rCombat &G&WSkill: &YGrip &rCombat &G&WLevel: 55 This skill is automatic once practiced. The skill causes you to &Ygrip &G&Wyour weapon tightly as your opponent tries to disarm you, making it far more difficult to successfully &Ydisarm &G&Wyou. This skill will only increase as you are engaged in fights where someone is attempting to &Ydisarm &G&Wyou. ~ 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. ~ 197 GWHERE~ This command shows the current location of every player. ~ 1 H~ . COMMANDS FOR GENERAL INFORMATION ----------------------------------- *WIZLIST - shows a list of all the immortals *AREAS - lists of areas and their level ranges *COMMANDS - lists all the commands available *SCORE - will show the stats on your character *SOCIALS - lists the socials available to you *TIME - gives the mud time *WEATHER - tells you what the weather is like *WHO - shows all the people playing at the time *WHERE - lists the players in your area *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different clans, orders, councils, and guilds ~ 1 HAIL QUIT~ Syntax: QUIT QUIT leaves the game. In an effort to provide realism in SWReality you may only quit the game from certain safe resting places. There are several of these throught the game - most are clearly marked. If you can't find one try to HAIL a taxi ... this will work in some areas. Here are a few places to get you started: The sleeping compartment on the PLUOGUS. The hotel on the commercial level of Coruscant Shipyard. The hotel on the commercial level of Byss Shipyard. The Akatamer Hotel Homeless shelter on Adari. ~ 1 HAIR~ 0) Black 1) Brown 2) Red 3) Blonde 4) Strawberry Blonde 5) Argent 6) Golden Blonde 7) Platinum Blonde 8) Light BrownJet Black 9) Midnite Black 10) Charcoal 11) Expresso 12) Chocolate 13) Walnut Brown 14) Pecan Brown 15) Blonde 16) Argent 17) Golden Blonde 18) Platinum Blonde 19) Irish Red 20) Auburn 21) Paprika 22) Mahogany 23) Flame 24) Grey 25) Pewter 26) Silver 27) Snowflake ~ 1 HAPES CONSORTIUUM~ The Planet Hapes is a beautiful large world whose face is mainly covered by water with a few continents here and there. Some of its sights and wonders are the Fountain Palace and Reef Fortress. Then there are the mountainous Dragon's Teeth jutting from the rock forming the maw of a dragon. Soaring in orbit above the planet is the ancient Star Home a sort of worldship built by the first Queen Mother. It is the center of the Hapan consortium. Author : Squall Completion : 5 Percent Estimated Size : 800 - 1500 Rooms ~ 101 HEDIT~ Syntax: hedit [help topic] This command allows you to edit a help topic. If the specified help topic does not exist, it will be created for you. The default help page (summary) will be selected if you do not specify a page. NOTE - Always, when creating a new help entry, type Help <new entry name> prior to creating your entry. A pre-existing help file associated with that keyword may already exist. &Y Colors &wcan now be added to help files using the same command set that changes a player prompt. &bMultiple &Ycolor &wcombinations can be set on a given line including ^bbackground^x colors. However, there are a couple of quirks to take note of: &Y 1) If the first line of your help file containers a color code and you are experiencing a display problem with the file, use a . to begin the file. 2) Color changes should be separated by at least one character. Example: '&&Y.^^r' will work, '&&Y^^r' may cause problems. See HSET, PCOLORS. ~ 101 HEIGHTENED~ |--------------------------------------|--------------------------------------| | MOVEMENT | GROUP | | north east west south northeast exit | follow group gtell ; split | | northwest southeast southwest sleep |--------------------------------------| | rest sit wake stand somewhere unlock | INFORMATION | | lock open close scan scry look leave | death CR reimb rules damage commands | | up down enter climb where fly float | areas experience score title weather | |--------------------------------------| channels description experience note | | CONFIG OPTIONS | who wizlist story tick MOTD news bug | | autoloot autogold telnetga autoexit | mail time password slist report typo | | nice flee norecall blank combine rip | powers skills weapons languages idea | | nointro prompt ansi autosac shovedrag|--------------------------------------| |--------------------------------------| COMMUNICATION | | OBJECTS | social quest clan ordertalk guildtalk| | get put drop give sacrifice hold | say tell chat question answer auction| | wield wear remove inventory value | avatar shout yell counciltalk newbie | | appraise list buy sell equipment |--------------------------------------| | recite quaff zap brandish compare | COMBAT | | empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast| |--------------------------------------|--------------------------------------| Also see help on: !, save, quit, pagelength, and practice. To use the help menu, just type "help <topic>". To see help on individual areas, you can now type "help <full area name>". If you are new to the game, type HELP NEWBIE to see a special help series. ~ 101 HELL UNHELL~ Syntax: hell <character> <number> <hours or days> Syntax: unhell <character> The hell command sends a character to hell for a given period of time. It automatically releases the character when their time has been served. Upon being helled, the character receives the message, "The immortals are not pleased with your actions. You shall remain in hell for <time period>." Hell takes arguments of either hours or days. To hell someone for 3 hours, "hell <character> 3 hours." To hell someone for three days, "hell <character> 3 days". Hell will default to hours if hours or days is not specified. To release a player from hell early, simply "unhell <character>". ~ 1 HELP BUILD5~ SWreality Building Pg 5 ~ 1 HELP BUILD6~ SWreality Building Pg 6 ~ 1 HELP BUILD7~ SWreality Building Pg 7 ~ 1 HELP BUILD8~ SWreality Building Pg 8 ~ 1 HELP BUILD9~ SWreality Building Pg 9 ~ 105 HELP CREDIT~ ~ 1 HELP NEWBIE~ &G&WHello And Welcome to &RUnknown Regions&G&W If your intent is just to apply for an immortal position, don't bother, we only hire people who have played on this mud for a while. &Y**&G&W This file is to become the new default help file, we still need a immortal/(or player) to finish this. &Y**&G&W Whoever does work on it, should use color to highlight important information. &RGavin ~ 100 HELPFILE FILE HELPFILES~ To edit/make a help file there are some basic and yet confusing commands necessary. So here we go... hedit <helpfile> hset level 1 <helpfile> hset keyword "<word list>" <helpfile> hset save <helpfile> ~ 0 HIDE SNEAK VISIBLE~ .&zSmuggling &G&WSkill: &YSneak &zSmuggling &G&WLevel: 5 &G&WSyntax: &YSneak &zSmuggling &G&WSkill: &YHide &zSmuggling &G&WLevel: 15 &G&WSyntax: &YHide &G&WIf you successfully &YHide&G&W, other characters and creatures cannot see you unless they are affected by '&Ydetect hidden&G&W'. If you successfully &YSneak&G&W, you can move from place to place without being noticed by other characters. In order to &YHide &G&Wor &YSneak &G&Wsuccessfully, you must practice the appropriate skill. &YVisible &G&Wcancels your &Yhiding &G&Wand &Ysneaking&G&W, as well as any invisibility, effectively making you &Yvisible &G&Wagain to all. ~ 1 HIGHDICE 'HIGH DICE'~ Syntax: game highdice <bet> <bet> is how much, in gold you wish to bet (10 to 1,000) In highdice, a dice dealer must be in the room with you. You and the dealer both will roll two dice (automatically) and whoever has the highes total wins. In the case of a tie the dealer will win. ~ 1 HIGHWIND~ &R&WHighwind was created to allow rp to flow more smoothly. Rather then have people level combat oocly by killing guards and mobs on a planet they can fight holograms and such on the Highwind. Also availible there is a comprehensive shopping center and other nifty stuff. Type Highwind for its location. ~ 1 HIJACK~ .&GPiracy &G&WSkill: &YHijack &GPiracy &G&WLevel: 95 &G&WSyntax: &YHijack &G&W(ship) This skill allows you to "borrow" other peoples ships ~ 1 HITALL~ Syntax: hitall ~ 1 HLIST~ Syntax: hlist <low level range> <high level range> This command will give you a listing of available help files. The list is in alphabetical order based on the first triggering keyword. While this command was initially designed as a maintenance tool to help us track help files, it is also available to players so that they can capture a listing of the help files available to them. Note - You may only view help files that are coded for viewing by your level or lower. Note - The list of help files is quite extensive, and the command does not as yet have a way to filter/shorten the list. Screen capture is, at present, your only recourse. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: remove all Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will cause you to take an object from your inventory and use it as equipment: HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory. REMOVE will take an object from your equipment and place it into inventory. REMOVE ALL will remove all your equipment and place it into inventory. ~ 101 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. When an immortal is INVIS, they will have a flag on the who list which indicates their level of invisibility, such as (51) for INVIS 51. A similar flag will also appear when you 'LOOK' in a room - this flag will say (Invis 51). HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 10 HOMEPAGE~ syntax: homepage <url> example: homepage http://www.idirect.com/test.html If you have a web page somewhere, you can use the homepage command to show people a link to that page whenever they select the 'see who's on' link from the Realms of Despair home page. To remove your homepage setting, type 'homepage clear'. ~ 1 HOUSING~ Player housing expansions and upgrades are as priced. Workshop - 100,000 Credits Bacta Tank - 100,000 Credits Extra Room - 50,000 Credits Remodeling(help remodeling) - 50,000 Credits Redecorating(help redecorating) - 25,000 Credits Furniture(help furniture) - Varies Terminals - 20000 Credits ATM - 65,000 Credits &CShortcut - 100,000 &RSEE ALSO&G&W, Help furniture, help remodeling, help redecorating For any of these upgrades contact Drraagh. ~ 1 'HP'~ This is an abbreviation for hit points. All classes begin with 20 hp at creation and gain between 6 and 19 hp per gained level, depending on class, race and CON. Equipment can also add to your total hp. ~ 101 HSET~ Syntax: hset <command> [value] [help topic] save Saves all help pages (to help.are) level <level> <help topic> Sets help topic to specified level keyword <keyword> <help topic> Sets help keyword to specified keyword remove <level.><help topic> Removes the specified help page Note: If you wish to set more than one keyword to a help topic, enclose all the keywords, space separated inside quotes. (Like in powercasting) Note: If you have instances of multiple help files with the same keyname, using Hset Remove without a level designation will remove the one with the lowest level of access. ie: Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58. Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY. Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'. See also: HEDIT ~ 101 HSET HEDIT~ ~ -1 HUMAN HUMANS~ Humans are the most numerous and least unusual of the races. They possess no special abilities or bonuses, but also have no penalties. Because of this, Humans are extremely adaptable and are able to assume a variety of classes and roles. Humans are bipedal beings, boasting two arms, two legs and a roundish head. Amazingly, Humans have a strange tendency to look different from each the other; almost none look exactly alike. ~ 0 HUNTERS~ As of now, I issue a decree that all the members of the Hunters Guild will vote for their new leader. I have heard complaints that they've no leader, and have decided to take action of it. If you will, send us votes in note form, telling us who you want as leader. We will take the member with the most votes and he will be leader. Here are the simple rules. 1. No voting for yourself! 2. No voting twice! ~ -1 HUTT HUTTS~ An obese race, the Hutts are among the Galaxy's most despicable low-lifes. They live on their adopted homeworld of Nal Hutta, having completely strip-mined their original home. Due to their great size, they lack any appreciable dexterity, however such size does lend itself to some added protection. In addition, many have keen minds and a good deal of common sense, probably due to the fact that they are constantly trying to kill one another. Centering their entire lives around the aquisition of power and wealth, their is little art, of any type, associated with them. Some do, however, keep collections for mere boasting value. ~ 1 HYPERSPACE~ . Syntax : Calculate (system) (x) (y) (z) Then Hyperspace Hyperspace is used to jump from one system to another in the galaxy. It is much faster than conventional space travel as well as a bit more dangerous. If you get a Jump warning odds are you will collide with something when you jump into the system ~ 1 I~ . COMMANDS FOR YOUR CHARACTER ----------------------------- *AFK - this adds an 'Away From Keyboard' flag to your name *CONFIG - lists all the config options available to you *DESCRIPTION - you can write a description for your character *PASSWORD <old> <new> - changes your password *TITLE <sentence> - changes the sentence behind your name *SAVE - saves your progress (good idea to do it often) *PRACTICE <skill, power, weapons> - trains you to use a skill, power, etc... *NOTE* Typing PRACTICE will show you all your powers, skills, etc... HELP <power, skill, etc> - will define the power, skill, etc... *SLIST - lists the powers you will receive and at what level *QUIT - quits the game * ! - will repeat the last command ~ 1 IC OOC "IN CHARACTER" " OUT OF CHARACTER"~ &C IC - In character - Means that you're not chatting with your friends about friday nights plans, or what to wear to the mall, it means what your MUD CHARACTER is saying. Ignorance is no excuse for misusing channels, if you mean to jokingly tell someone OOC you're going to kill them but do it IC they have every right to defend themselves and attack you if they feel threatened. You can use the ask and answer, as well as tell channels (if you don't understand them there's a reason someone teaches languages) if;you want to talk OOC or just go to a hotel, it's not that difficult and it's cheaper then using IC and clears up any confusion and lessens whining because someone was killed because they "accidentally said the wrong thing on the wrong channel". &Y OOC - Out of Character - Means you're talking about issues not game related like a bug or have another mud-based question, this does not mean you go "Hey Jim I need food pick me up" or "Hey So and So just killed me I'm gonna get you!" however there are a constantly growing number of help files and most of your basic questions should be there for answering, but yes there are times here there are questions only an imm or a fellow player can answer. However Excessive abuse of OOC will result in possibly being silenced. &g ~ 101 IFCHECKS~ VALUE CHECKS TRUE/FALSE CHECKS (If check == #/string/vnum) Ifcheck Question Ifcheck Question --------- --------------------------- ---------- ------------------------ Hitprcnt Percentage of hit/max_hit? Isnpc Mob? Inroom Room #? Ispc Player character? Sex Sex #? Isgood Align +350 or higher? Position Position #? Isneutral Align < 350 and > -350? Level Experience level? Isevil Align -350 or lower? Objtype Type of Object? Ispkill Pkill? Objval# Value# equal to this? Isfight Fighting? Number Is its vnum equal to this? Isimmort Immortal? Name Name? (STRING) Ischarmed Charmed? Clan Clan name? (STRING) Isfollow Follow master in room? Race Race name? (STRING) Rand (#) Equal to or less? Mobinroom How many of mob? (VNUM) Isaffected Affected_by name? Guild Guild name? (STRING) Canpkill Pkill >lev 5,18 or older? Goldamt How much gold ya got? Ismounted Mounted? Class Class name? (STRING) Ismobinvis Mobinvis? (versus invis) Str What's your strength? Mobinvislevel Level of invis? Int What's your intelligence? economy if economy >=< xxx Wis What's your wisdom? Dex What's your dexterity? Con What's your constitution? Cha What's your charisma? Lck What's your luck? Not implemented: DOING_QUEST Deity What's your deity? Favor What's your favor? Norecall Is target's room norecall? Isdevoted Is target devoted? * New ifchecks : see HELP IFCHECKS2 ** - Value checks can use == (equals), > (greater than), < (less than) and ! (not). Combine for: != (not equal), >= (greater than or equal). Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) ~ 101 IFCHECKS 2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum<place>(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in <place> - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype<place>(type OR value) == amount - for objects only, counts how many objects of type 'value' are in <place> - can use any normal mobprog operator - will convert the type names (light is 1, for example) <place> definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above ~ 101 IFCHECKS2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum<place>(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in <place> - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype<place>(type OR value) == amount - for objects only, counts how many objects of type 'value' are in <place> - can use any normal mobprog operator - will convert the type names (light is 1, for example) <place> definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) and IFCHECKS ~ 1 IGNORE~ Syntax: ignore Syntax: ignore <character> Syntax: ignore reply/none Ignore allows you to ignore other characters in the Realms. All tells, says, socials, and emotes from these characters will be blocked (gagged out). You will still see their communications through public channels, however. Simply typing ignore will give you a list of all the characters you are currently ignoring. Ignore <character> allows you to add or remove a character from your list of ignored players. If the name is already on the list it will be removed. If the name is not on the list it will be added. Note that only the names of actual characters will be accepted and that it is not necessary for them to be logged on at the time. Ignore reply will cause you to ignore the last person to send you a tell. This can be used to prevent invisible people from spamming you. Ignore none will set you to ignoring no one. ~ 103 ILLUMINATE~ . Force level 4 Syntax: feel 'illuminate' This Force skill gathers power from the invisable spectrum of light and forms it into a ball of light which allows you to see in the dark. ~ 105 IMMHOST~ Syntax: immhost add <name> <host> Syntax: immhost delete <name> <host> Syntax: immhost save Syntax: immhost This command is for setting the hosts allowed for immortals that are added with this command. Wildcards are allowed (*), so *edu, would allow any domain from edu connect and 127*, would allow any local domain to connect. IMMHOST without arguments will show a list of names and what domains they are allowed to connect from. To delete a command you need to provide the name and the host, this allows for multiple hosts for a certain name. This file won't be saved until the immhost save command is issued. ~ 189 IMMORTAL~ -------- Hello there, if you are reading this you are either a new Immortal or a old one refreshing their memory. This file is designed to assist you in understanding your role as a Staff Member of the Unknown Regions. There are three types of active Immortals in the Unknown Regions. Those are as follows. Builders - Those Imm's responsible for providing new area's and items. PR - Those Imm's who directly interact with Mortal Players or problems. Admin - The Boss Men/Women of the Mud. Each Non-Admin Division has a Head, and THAT is the Immortal you answer to. You will obey any instructions given from a Head of Division or an Admin Imm. &W--------------------&g Currently the number of Immortals we have must coincide with the limits we have set. These limits are designed to make sure we are not just a Mud full of Imm's. &PPR &WImm >otal &W- 1 Head, 4 subordinates &BBuilder &WImm >otal &W- 1 Head, 15 subordinates &RAdmin &WImm >otal &W- No Limit -------------------- &Y*&gPR Imms, see also HELP PRImmortals &Y*&gBuilder Imms, see also HELP Builders ~ 101 IMMORTALIZE~ Syntax: immortalize <character> Used to advance a level 50 character (avatar) to level 51 (the first level of immortality). This command will destroy the character's inventory and display to them a pre-written message. ~ 0 IMMORTALS STAFF IMMS~ &W&WIf you are unsure about who does what around here, this list should help. . Gavin &GOwner, Head Coder&W Alessandra &GCo-Head PR&W Brutus &GPublic Relations, Webmaster&W Lloyd &GQuestmaster&W Dack &GBuilder&W Tainer &GBuilder&W Halcyon &GBuilder&W Jainen &GQuest Advisor&W Zoe &GQuest Support&W You can also find this list on the website (&Pur.lynker.com&W) ~ 1 IMMRULES~ &RImmortal Rules&W --------------- 1> No using your Mortal while your imm char is on! Absolutely no exceptions! 2> Do your job(ie Build or PR) 3> No making special rooms, ships, or equipment for your mortal. 4> No msetting players, people who are supposed to will have the ability. Do &RNOT &G&Wask for it. 5> All coding changes will happen when Gavin or another coder gets to it. Unless the actual code change itself is submitted (by e-mail) to Gavin. 6> No editing of the immrules file. (I can check this easily.) 7> If you are demoted, you will have to work to re-earn your position and/or Gavin's trust again. 8> We are here to help the players enjoy the mud, not for our own personal enjoyment. 9> If you think it's not allowed, then you're probably right. 10> Absolutely no modifying player ships, see rule 4. 11> No mortal char of an imm shall be a leader of a clan unless he/she has done exceptional work, and is continuing to perform excellently. 12> No imm shall marry or have x-socials with a mortal &RPERIOD&G&W. 13> Imms are NOT to teach mortals ANY spells or skills. 14> Do not interfere with another IMM's ruling on a matter without discussing it first with Gavin or another admin. 15> If you are a builder, do &RNOT &G&Wattempt to perform PR without authorization. If you are PR do not interfere with a builders area without prior authorization. The only exception is if you are capable of performing both PR AND Building, AND it has been authorized by Gavin or another admin. 16> If you have a problem with another IMM, write a mail and post it to Gavin or another admin and momentarily avoid each other. 17> Do &RNOT &G&Wgive out any weapons or armor as a reimbursement from your if it is not opened to morts yet. 18> Do not tinker with any programs or mobs in place in another IMM's area, this falls under rule 15. 19> There will be a 30 minute period between which you log on with your mortal and your imm. 20> You are not to help a mort with any info to secret places and such. --------------- &BPenaties&W 1) warning 2) freezed for a day 3) balzur 4) slay and never to be reimmed again 5) if for some reason it ever comes to this, Perm Ban. ~ 101 IMOTD~ . &B- &CI&Bmmortal &CM&Bessages -&W &Y* &WAll imms wanting an office type place, contact me and i'll show you how to do it, please do not make one of the new type homes, as they are more for mortals... &R(Gavin) &WPlease make sure you check out the UR Forum at: http://unknownregions.cjb.net/phpBB/ &Y* &G&W5/7/01 UR needs a head builder. Qualifications: is interested and is not involved with imming at any other muds. has built 2 good quality areas for UR (no one has built any yet) plus has helped one of the builders-in-learning complete theirs (so that it's ready to be checked and loaded). &Y*&G&W If your area is playable (not necessarily finished) tell or mudmail Skyrunner or Blared. They will have someone check it and load it if it is ready. playable = at least 100 finished rooms w desc &* &G&WGavin has retired from this mud, any concerns or questions will be answered when I return 2 weeks from today on July 14th. (&RAlessandra&G&W) Until then, Blared and Skyrunner are in charge. ~ 101 INDUCT OUTCAST~ Syntax: induct <player> outcast <player> Induct and outcast are clan commands. The leader and number 1 of the clan receive the induct commands, while the deity, leader, number 1 and number 2 all receive outcast. Induct will bring a new player into the clan, while outcast will remove them. ~ 1 INFORMATION~ SLIST - a command that lists all your powers and skills and the level at which you may practice them. AREAS - Typing AREAS will get you a list of all areas. You may get more information on each area by typing HELP <full area name>. WIZLIST - This is a list of all Immortals of the game. COMMANDS- This is a list of all commands available to you. SOCIALS - This is a list of all socials available. TIME - This will tell you the current times inside the game, the time the game was last rebooted, and the current time at the sight. WHERE - Where will give you a list of other players in the same area. SAVE - After level two, typing SAVE will save your process. QUIT - If you want to leave the game, type QUIT. WHO - A list of other players visible to you in the game. TITLE - Once you reach level five, you may make your own title. PASSWORD- Your character's password can be changed with PASSWORD <old> <new>. DESC - You may set up a personal description, type DESC to edit. Note that this is only a very brief list of commands. ~ 0 INFRAVISION~ Syntax: feel infravision <character> This power enables the target character to see other players and mobiles that are in the room with them. This power will also allow you to get items from a corpse, but will not allow you to see the corpse. You must have a light source to see items, room descriptions, or "exits" in a dark room. ~ 101 INSTALLAREA~ Syntax: installarea <area filename> <full area name/title> Installs a prototype area into the mud as a non-prototype area. The filename can be fixed with aset (don't forget to foldarea afterwards). Installarea renames the installed area file from 'author.are.file' to 'author.are.installed' so that the builder may be assigned new vnums. ~ 1 INSTALLPART~ Installpart is our new ship upgrading command, to use it, please do the following: installpart <Ship Name> <part> to find out the parts, just type installpart ~ 101 INSTAROOM INSTAZONE~ Syntax: instaroom Functions the same as instazone, but is room-based instead of area-based. Syntax: instazone [nodoors] This command lets your instantly create a whole set of resets for your area based on all the mobiles and objects contained within your area. All you have to do is place each mob in its proper room, wearing what it should be wearing, carrying what it should be carrying, and objects in their proper places, or in their proper containers, and doors in their proper states, (open, closed, locked). The instazone command will clear out your current resets (if any), and create new ones for you. You may optionally specify "nodoors" so that door resets will not be created. NOTE: This command will wipe out any existing resets! Do not use this command after you have added your own resets with 'reset add'. The recommended procedure is to use instazone, then use the 'reset' command to add any special resets, and NOT use instazone again. See RESET and RESETCMDS. ~ 1 INTELLIGENCE INT~ Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - heavily influences the amount of force a character gains at level - affects the amount of force regenerated or recovered at each tick if a character is resting or sleeping - the rate at which a character learns a new skill or power - the percentage rate at which a character practices a new language Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... ~ 103 'INVADE ESSENCE'~ &BForce Spell: Invade Essence Force Level: 10 Syntax: feel 'invade essence' <target> Early forcers succumbing to the Dark Side may use this spell, to push into the very essence of their opponent filling it with pain and negativity. ~ 1 INVITE~ &G&WSyntax&R &R------&W invite &B<&WPlayer&B>&W &G&WExtra Info&R &R---------- &G&W Opposite to buzz ~ 105 IPCOMPARE~ Syntax: ipcompare <name> ipcompare <site> ipcompare <name or site> <room|area|world> <#> This takes * as a wild card. Ipcompare will compare online users to search for multiplayers. A positive match using ipcompare does not always mean it is a multiplayer..but shows that there are more than one user from a site on simultaneously. Ipcompare <field> <#> will limit the output to x number of lines based on #. * may be used as a wild card, for example ipcompare 207.18.3.* will return matches from any that begin with the ip prior to the asterisk. Ipcompare <field> <room|area|world> will limit the search based on that criteria. The room|area|world limitation will be judged on the room that the immortal issued the command in. So if you are in a different area than the victim, it will show only players matching the site in the area you are in. ~ 101 ITEMVALUES~ In these values, 'sn' is a power number; a negative value means 'no power'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- armor |current AC |original AC | |obj timer | | container |capacity |flags |key vnum |condition | | corpse | ????????? | ?????????? |timer | ????????? |race # | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | herb | |charges |herb # | | | key |(lock #) | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light | | |hours left | | | money |# of coins |coin type | | | | pill |power level|sn 1 |sn 2 |sn 3 |food val | potion |power level|sn 1 |sn 2 |sn 3 | | salve |power level|max charge |charges |delay |sn |sn scroll |power level|sn 1 |sn 2 |sn3 | | staff |power level|max charges |charges |sn | | switch |leverflags |vnum/sn |vnum |vnum/value | | trap |charges |type |level |flags | | treasure |(type) |(condition) | | | | wand |level |max charges |charges |sn | | weapon |condition |num dice |size dice |weapontype | | See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, and WEAPONCONDITION. ~ -1 ITHORIAN~ The species name for the aliens commonly referred to as Hammerheads is Ithorian. Their common name comes from their T-shaped heads, which rest atop long, curved necks. Ithorians come from the Ottega star system, in the Lesser Plooriod Cluster. They speak Basic with a strange twist due to their two mouths, each located on one side of their necks. This generates a stereo effect, which produces one of the most beautiful and difficult native languages in the galaxy. Ithor, the fourth planet in the Ottega system, is a jungle world that the Ithorians have learned to respect and even worship. The ecologically minded species believes that only their eco-priests should ever set foot upon the ground of the great Mother Jungles. The rest live within great floating herd cities. Herbivores, Ithorians never take more than they need from their planet and they practice a system of planting two trees for every one they are required to take from the jungles. Some herd cities have been converted to starships and equipped with hyperdrives. In this way, Ithorian caravans travel the space lanes, bringing unusual merchandise from place to place. The herd ships are built to mimic the environment the Ithorians know, complete with indoor jungles, artificial storms, examples of Ithorian wildlife, and vast corridors of lush vegetations. Ithorians are a gentle, peace-loving species. They have great respects for all forms of life. hey are a gregarious and curious people, who enjoy their roles as space merchants almost as much as ecological preservers. In the Outer Rim Territories, the arrival of a herd ship is cause for celebration. ~ 104 JAIL~ .&OBounty Hunting &G&WSkill: &YJail &OBounty Hunting &G&WLevel: 1 &G&WSyntax: &YJail &G&W(name) This offensive skill will place enemies of your organization behind bars once they are stunned. &rNote&G&W: Jail currently works on these planets: Sluis Van ~ 1 JEDICODE~ I stumbled upon this in the same book that the race files for basic swr is located in, word for word the race files are, and so i will put this in word for word. The Jedi Code is the philosphy that sums up the beliefs of the Jedi Knights: "There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity There is no death; there is Force." A Jedi does not act for personal power or wealth but seeks knowledge and enlightenment. A Jedi never acts from hatred, anger, fear, or aggression but acts when calm and at peace with the Force ~ 1 JOBS~ &gRance - &G&WJurai/mall &gDrraagh - &G&Wmining colony &gHensho - &G&WTachnor/ mechanical-robotic, no real grass or outside &gLancer - &G&WAquanor/ underwater planet &gDack - &G&WDuath/warring planet btw two groups &gAsclepius - &G&WTorgo Station/high tech engineering stuff &gItzana - &G&WRiven/asteroids, primitive small town/monastary, lowtech &gMaelstrom - &G&WRoo-Yab/small surface colony and a lot of underground stuff &gKtarn - &G&WGhuras/combatant planet &gHalcyon - &G&WRigial/Advanced Civ. in jungle surroundings &gNeemox - &G&WKrann/scientific-superstitious jungle-caverns-underground &gRone - &G&WBakura &gCinna - &G&WCelanon/heavily defended major commerce center &gConza - &G&WRetons/ &RNote&G&W: If you are having trouble deciding what to build for a first or second area, these 'known' planets are also alright to build: &RAbbaji &G&W (100m tall firethorn trees/Irugian Rain Forest)>> &RAida &G&W(lightly populated world formerly under Imperial control)>> &RAkrit'tar &G&W(penal colony with Super Star Destroyer buried ~ 1 JOKE~ Ok, here's a funny joke. There was this woman pregnant with triplets. Inside her tummy, the three were discussing about what they wanted to do later in life. The first one said, "I wanna be a Plumber when I grow up." The other two look at him and ask why. "Because it's leaky in here and I want to fix it." They nod. The second one says, "I wanna be an electrician." The other two ask him why. "Because it's too dark in here and I wanna fix it." They nod. The third one says, "I wanna be a boxer!" They look at him and say "How the heck will you support yourself?!" He says, "I dunno." So they ask him why he wants to be one. He says, "Well cuz, if that thing pops in here one more time and spits in my face, I'm gonna POP that thing with my fist!" Try Joke2 for another one. ~ 1 JOKE2~ Sometimes it DOES take a Rocket Scientist Scientists at NASA have developed a gun built specifically to launch dead chickens at the windshields of airliners, military jets and the space shuttle, all traveling at maximum velocity. The idea is to simulate the frequent incidents of collisions with airborne fowl to test the strength of the windshields. British engineers heard about the gun and were eager to test it on the windshields of their new high speed trains. Arrangements were made. But when the gun was fired, the engineers stood shocked as the chicken hurtled out of the barrel, crashed into the shatterproof shield, smashed it to smithereens, crashed through the control console, snapped the engineer's backrest in two and embedded itself in the back wall of the cabin. Horrified Britons sent NASA the disastrous results of the experiment, along with the designs of the windshield, and begged the U.S. scientists for suggestions. NASA's response was just one sentence, "Thaw the chicken." ~ 0 KAIT2~ Bio currently still under Construction. ~ 0 KICK GOUGE PUNCH BASH~ .&G&W&rCombat &WSkill: &YKick&W, &YGouge&W, &YPunch&W, &YBash &rCombat &WLevel: 6, 25, 28, 40 &G&WSyntax: &YKick&W, &YGouge&W, &YPunch&W, &YBash &W(while fighting) &G&WThese skills allow &rcombatants &Wto vary fighting skills while fighting. &YKicking&W, &YGouging&W, &YPunching&W, or &YBashing &Wwill do more damage then simply &Ykilling&W. &YGouge &Wwill temporarily blind your opponent. &YBash &Wcan only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous &Wactions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player-character, otherwise the skill only inflicts damage. &RNote&W: &YKick&W, &YPunch&W, and &YBash &W have the possibility of breaking bones. &RNote&G&W: &YBash &Whas a drastically reduced chance of hitting if the basher is not one of the primary targets (ie. is not tanking). ~ 0 KILL MURDER~ .&G&WSyntax: Kill (mob) Syntax: Murder (player) These two commands allow you to fight with other mobs or players. To fight a mob, you must '&Ykill&W' it whereas to fight or kill another player, you must use '&Ymurder&W' ~ 0 LANGUAGES LANGUAGE LEARN~ Syntax: languages Syntax: language learn <language name> Languages alone shows which languages you know, and "language learn <name>" will add to your percentage of language knowledge. To learn a language, a scholar who is knowledgable in that tongue must be present. If someone is speaking in a language, and you know it, you will understand what they are saying. However, to change the language in which you are speaking, you must change that manually. (See help on SPEAK). Also see help on TONGUES. ~ 101 LAST~ Syntax: last <character> Returns the last connected date of the victim. ~ 101 LAYERS~ . &gLayers are currently available on the following wear locations: &GAbout, Arms, Body, Feet, Hands, Legs, Waist. &gLayers are set with a numeric value, or combination of values. The lower the value, the lower the layer, or thinner the item of clothing/armor is. Valid numeric values are: &G0, 1, 2, 4, 8, 16, 32, 64, 128. &gOr any combination of the above. A value of zero means no other items came be layered with this item. Items of clothing can be layered over one another as long as their layer values do not overlap. ie, if leather armor were set to a value of 56 (8, 16, and 32), it could not layer with, say, a set of heavy chain that is set to a value of 96 (32 and 64), as they overlap on the layer value of 32. See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU. ~ 101 LAYERS2~ . &gLayer Bit Vectors &G|1 | | |2|6|3|1 | | |8|4|2|6|8|4|2|1| Layer | Suggested Armor Type +-+-+-+-+-+-+-+-+-------+--------------------------------------------- |0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers) |0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer) |0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth |0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson |0 0 0 0 0 1 1 0| 6 | padded chainmail |0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail |0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats |0 1 0 0 0 0 0 0| 64 | capes |1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc) |1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers) +-+-+-+-+-+-+-+-+-------+--------------------------------------------- &g* Thick or bulky items may need to occupy more than one layer. (example; padded chain covers 2 layers) * A "body" wear position will have more layers than other positions such as "arms", "hands", "legs", and "feet". (example for "hands"; silk gloves | leather gloves | chain gauntlets) See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU. ~ 103 LEVEL 1 FORCE SPRAY~ ~ 0 LEVEL 1 SHIPMODS~ ~ 103 LEVEL BOWCASTERS 1~ ~ 200 LEVEL CALL 0~ ~ 101 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- UP | 1 | Trigger is UP UNLOCK | 2 | Trigger unlocks something LOCK | 4 | Trigger locks something D_NORTH | 8 | Affects the north exit D_SOUTH | 16 | Affects the south exit D_EAST | 32 | Affects the east exit D_WEST | 64 | Affects the west exit D_UP | 128 | Affects the exit up D_DOWN | 256 | Affects the exit down DOOR | 512 | Affects a door CONTAINER *| 1024 | Affects a container OPEN | 2048 | Opens something CLOSE | 4096 | Closes something PASSAGE | 8192 | Creates a passage OLOAD *| 16384 | Loads up an object MLOAD *| 32768 | Loads up a mobile TELEPORT | 65536 | Teleports the puller TELEPORTALL *| 131072 | Teleports everyone in the room TELEPORTPLUS *| 262144 | Teleports everything in the room DEATH *| 524288 | Causes instant death CAST *| 1048567 | Casts a power (sn in value1) FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH) RAND4 | 4194304 | Randomizes the exits N, S, E, W RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down See OSET and ITEMVALUES. * = not yet implemented. ~ 0 LIGHT~ Syntax: light <pipe> This lights the herb in your pipe. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. See SMOKE, TAMP, FILL ~ 1 LIGHTSABERS~ &B Force Skill: Lightsabers Force Level: 2 Syntax: none This skill allows a Forcer to carefully wield a Lightsaber to perfection. This skill is practiced by wielding the Saber in battle. It is automatic once practiced. ~ 90 LIMBER~ .&OBounty Hunting &G&WSkill: &YLimber &OBounty Hunting &G&WLevel: 90 &G&WSyntax: &YLimber &G&W&YLimber &G&Wraises your dexterity for a period of time. ~ 101 LIQUIDTYPES LIQUIDTYPE LTYPES LTYPE~ ##| Liquid Name | Liquid Color | D | F | T | ------------------------------------------------------- 00| water | clear | 0 | 1 | 10 | 01| beer | amber | 3 | 2 | 5 | 02| wine | rose | 5 | 2 | 5 | 03| ale | brown | 2 | 2 | 5 | 04| dark ale | dark | 1 | 2 | 5 | 05| whisky | golden | 6 | 1 | 4 | 06| lemonade | pink | 0 | 1 | 8 | 07| firebreather | boiling | 10 | 0 | 0 | 08| local specialty | everclear | 3 | 3 | 3 | 09| slime mold juice | green | 0 | 4 | -8 | 10| milk | white | 0 | 3 | 6 | 11| tea | tan | 0 | 1 | 6 | 12| coffee | black | 0 | 1 | 6 | 13| blood | red | 0 | 2 | -1 | 14| salt water | clear | 0 | 1 | 2 | 15| cola | cherry | 0 | 1 | 5 | 16| mead | honey color | 4 | 2 | 5 | 17| grog | thick brown | 3 | 2 | 5 | 18| milkshake | creamy | 0 | 8 | 5 | 19| semen | creamy white | 0 | 10 | 10 | ------------------------------------------------------- D = How Much of a buzz it has F = How much it fills you up (food) T = How much it fills you up (thirst) ~ 65 LISTEN~ .&GPiracy &G&WSkill: &YListen &GPiracy &G&WLevel: 65 &G&WSyntax: &YListen&G&W/ &YListen &G&W(direction) If you are successful at this skill, &YListen &G&Wwill tell you whether there is an invisible person/mobile in the room that you are currently in or in the direction that you listen to. ~ 101 LITTERBUG~ Syntax: litterbug <player> Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ 101 LOADUP~ Syntax: loadup <player> LOADUP allows one to load up a player's character (playing or not), to do whatever needs be done to the character. (Modifying a flag, changing a password... etc). Use FORCE to make the character do your bidding. See FORCE. ~ 101 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file and to the log channel. Like FREEZE, it is a permanent character toggle that persists across reboots until removed. Certain commands (such as password) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character and mob commands and actions to the server's log file, but does not send the output to the log channel. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. The input from the player will be displayed with a header of the players name and a percentage sign (i.e. Mudder%) SNOOP yourself to cancel all outstanding snoops. ~ 1 LOVESOCIALS LSOCIALS~ These are socials that can be used to show love for another character: Bearhug Bellydance Bkiss Blush Cuddle Dance Flirt Fondle French Grope Hug Jig Kiss Lick Love Loverub Lust Maruhadakaniranu Nuzzle Pounce Purr Snuggle Spank Stroke Tackle Tango Whistle Embrace Exotic ~ 0 MAIL~ Syntax: mail list Syntax: mail read <number> Syntax: mail read all Syntax: mail write Syntax: mail subject <string> Syntax: mail to <to-list> Syntax: mail take <number> Syntax: mail show Syntax: mail post Syntax: mail remove <number> The mail command is very similar to the note command. To write mail, as in notes, you must have a blank note held in your hands, and a quill or pen in your inventory. Mail can only be addressed to real players, or 'all'. There is a charge for reading and taking mail. ~ 101 MAKE~ Syntax: make <object> For use by clan, Order or guild leaders only to make one of the three clan, Order or guild objects. See SETCLAN ~ 0 MAKEARMOR~ .&CEngineering &G&WSkill: &YMakearmor &CEngineering &G&WLevel: 70 &G&WSyntax: &YMakearmor &G&W(wear location) (name) &G&WThis skill allows you to create armor for yourself or others using some material and a sewing kit. ~ 0 'MAKEBLADE'~ .&CEngineering &G&WSkill: &YMakeblade &CEngineering &G&WLevel: 40 &G&WSyntax: &YMakeblade &G&W(name) This skill allows &Cengineers &G&Wto &Ymake vibroblades &G&Wfor whatever reason. It requires that you have a toolkit, oven, one piece of durasteel, and one battery. ~ 191 MAKEBLASTER~ .&CEngineering &G&WSkill: &YMakeblaster &CEngineering &G&WLevel: 95 &G&WSyntax: &YMakeblaster &G&W(name) ~ 101 MAKEBOARD~ Syntax: makeboard <board filename> Example: makeboard newboard.brd Used to create a board file, which can then be defined using 'bset'. See BSET, BSTAT and BOARDS ~ 101 MAKECLAN~ Syntax: makeclan <clan name> Example: makeclan Retribution Used to create a new clan, Order or guild, which can then be defined using the 'setclan' command. Orders, guilds and clans are distinguished using the 'type' field in 'setclan'. See SETCLAN, SHOWCLAN ~ 191 MAKECOMLINK~ .&CEngineering &G&WSkill: &YMakecomlink &CEngineering &G&WLevel: 2 &G&WSyntax: &YMakecomlink &G&W(name) This skill allows &CEngineers&G&W to make their own personalized comlinks. You'll need a superconductor, battery, circuit, crystal, and toolkit. ~ 1 MAKECONTAINER "MAKE CONTAINER"~ .&CEngineering &G&WSkill: &YMakecontainer &CEngineering &G&WLevel: 1 &G&WSyntax: &YMakecontainer &G&W(wearlocation) (name) This skill is used to &Ymake containers &G&Wthat may be worn all over the body. &RNote&G&W: Different fabrics make up different layers. ~ 101 MAKECOUNCIL~ Syntax: makecouncil <council name> Example: makecouncil Newbie Council Used to create a new council, which can then de defined using 'setcouncil'. See SETCOUNCIL ~ 191 MAKEDROID~ .&CEngineering &G&WSkill: &YMakedroid &CEngineering &G&WLevel: 100 &G&WSyntax: &YMakedroid &G&W(name) ~ 0 MAKEFLASHLIGHT~ .&CEngineering &G&WSkill: &YMakeflashlight &CEngineering &G&WLevel: 10 &G&WSyntax: &YMakeflashlight &G&W(name) This skill allows &Cengineers &G&Wto make flashlights for their own use, retail, or however they wish. To make one, certain parts are needed: an oven, a toolkit, circuit, battery, lens, and a chemistry set. ~ 0 MAKEFURNITURE~ .&CEngineering &G&WSkill: &YMakefurniture &CEngineering &G&WLevel: 28 &G&WSyntax: &YMakefurniture &G&W( ~ 191 MAKEGRENADE~ .&CEngineering &G&WSkill: &YMakegrenade &CEngineering &G&WLevel: 95 &G&WSyntax: &YMakegrenade &G&W(name) ~ 189 MAKEHOME SETHOME SHOWHOME~ .&G&WSyntax: makehome (filename.home) (name) Syntax: sethome (name) (field) (value) Syntax: showhome (name) With the new housing code, all 'homes' are to have a separate file. &YMAKEHOME &Wis the command for creating a new file. The 'filename' is the road/street name plus a number ie. (&Rissiul1, issiul2...&W) The name in MAKEHOME is the address ie. &R6502 Issiuls Court&W. The name in &YSETHOME &Whowever is just the numerical part '&R6502&W'. When you are ready to set an estate or apartment, use SETHOME to designate a first room, last room, and entrance. The &Yfirst room &Wis the lowest vnum in the series, the &Ylast room &Wthe highest, and the &Yentrance &Wany vnum inbetween the two. All the vnums from first to last will be designated as a home and players can drop personal belongings in any of these and they will be saved. The &Yentrance &Wis the room in which the player buys the home. &RNote&G&W: &Yhomeid &G&Wallows you to identify which home you are currently in ~ 191 MAKEJEWELRY~ .&CEngineering &G&WSkill: &YMakejewelry &CEngineering &G&WLevel: 80 &G&WSyntax: &YMakejewelry &G&W(wear location) (name) ~ 191 MAKEKEYRING~ .&CEngineering &G&WSkill: &YMakekeyring &CEngineering &G&WLevel: 9 &G&WSyntax: &YMakekeyring &G&W(name) ~ 191 MAKELANDMINE~ .&CEngineering &G&WSkill: &YMakelandmine &CEngineering &G&WLevel: 90 &G&WSyntax: &YMakelandmine &G&W(name) ~ 191 MAKEMEDKIT~ .&PMedical &G&WSkill: &YMakemedkit &PMedical &G&WLevel: 20 &G&WSyntax: &YMakemedkit &G&W(name) This skill allows &Pdoctors &G&Wto &Ymake medkits &G&Weither for their own use or to help others. It requires an empty drink container, chemicals, and a toolkit. ~ 101 MAKEREPAIR~ Syntax: makerepair <mobvnum> Automatically gives the mobile the ability to repair damaged equipment. Use 'repairset' to set the parameters by which the shop will function. See REPAIRSET, REPAIRSTAT, REPAIRSHOPS ~ 191 MAKESHIELD~ .&CEngineering &G&WSkill: &YMakeshield &CEngineering &G&WLevel: 60 &G&WSyntax: &YMakeshield &G&W(name) ~ 101 MAKESHOP~ Syntax: makeshop <mobile vnum> Creates a new shop and assigns it to a mobile. The levels of the items in the shop are picked randomly based on item type: -------------------------------------------- |Item Type | Level Range | -------------------------------------------- | default | 0 | | pill | 0 to 10 | | potion | 0 to 10 | | scroll | value[0] of the scroll object | | wand | 10 to 20 | | staff | 15 to 25 | | armor | 5 to 15 | | weapon | 5 to 15 | -------------------------------------------- See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES ~ 103 MAKESLAY~ Syntax: makeslay <type> This command creates a new slaytype and sets it up with default options. Once created, it can then be edited using the online slay editor. See also: DESTROYSLAY, SETSLAY, SHOWSLAY, SLAY ~ 103 MAKESTARSYSTEM~ This command makes a starsystem in the mud. You can further edit it with setstarsystem. Syntax - Makestarsystem (Name) See Also, help setstarsystem ~ 101 MAKEWIZLIST~ Syntax: makewizlist Used to generate a new wizlist during game operation (a new wizlist is automatically created at each reboot). A character recently immortalized may need to 'save' first if they don't show up on the newly created wizlist. ~ 1 MARRY DIVORCE MARRIAGE PROPOSE ACCEPT~ .&G&WSyntax: &YPropose &G&W(name) &G&WSyntax: &YAccept &G&W(name) If you find the person whom you wish to marry, you first have to &Ypropose &G&Wto them. If accepted, you will be engaged and an announcement will be made to those in the room. &G&WThis will &Yaccept &G&Wsomeone's proposal for marriage. If you want to get married or divorced you will have to find a priest or priestess. There are players who have been bestowed with powers to officiate weddings. ~ 104 'MARRY DIVORCE'~ marry <name> <name2> This command will marry two people, if they're engaged that is. divorce <name> <name2> This command will divorce two people, if they're married. ~ 103 MASK~ . Force level 5 Syntax: feel 'mask' <target> This Force skill will render you or another invisable to those without detect masking. ~ 0 MASS_PROPEGANDA~ .&pDiplomacy &G&WSkill: &YMass_propeganda &pDiplomacy &G&WLevel: 80 &G&WSyntax: &YMass_propeganda &G&WThis skill allows you to spread propeganda to an entire planet at one time rather then just one person. ~ 101 MCREATE OCREATE~ Syntax: mcreate <vnum> <keywords> Syntax: ocreate <vnum> <keywords> Create and new mobile / object. A prototype monster or object will be created with the selected vnum, and set up with the plainest of default values. A material image of the magical prototype will appear before you, for you to futher modify with MSET or OSET. See MSET or OSET. ~ 1 'ME I'M A MORON'~ We all know this, but put up with you anyways! ~ 1 MEDITATE~ . Syntax : Meditate This is the entry skill into becoming a jedi. Meditating will allow you to become one with the Force. See also help Frc and help Jedi. ~ 101 MEM MEMORY~ Syntax: memory Reports the current counts of objects, mobiles, rooms, etc... Affects (# of affects) Areas (# of areas loaded) ExtDes (# of exdescs) Exits (# of exits) Helps (# of help files) Resets (# of resets) IdxMobs (# of unique mob indexes) Mobs (# of mobs in game total) IdxObjs (# of unique obj indexes) Objs (unique items) (total items) Rooms (# of rooms in the game) VRooms (# of virtual rooms present) Shops (# of shops defined) RepShps (# of repair shops defined) CurOq's (Not used) CurCq's (Not used) Players (Current # link-live players) Maxplrs (max players this reboot) MaxEver (Max # of players ever) Topsn (top sn used) (top sn open) MaxEver time recorded at: (date and time max users was reached) ~ 101 MENU~ When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one page to another, type '- <letter>'. (For example, '- a' will bring you to the first page in the current menu system). '- h' will bring up a help file in any menu system. '+ <name>' in OMENU or MMENU will change the object or mobile being edited if it exists in your inventory/room respectively. See RMENU, OMENU, MMENU. ~ -1 MERC FUREY KHAN HATCHET~ Originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 101 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 190 MIF~ height weight age rand economy mobinroom timeskilled ovnumhere otypehere ovnumroom otyperoom ovnumcarry otypecarry ovnumwear otypewear ovnuminv otypeinv ismobinvis iswizinvis mobinvislevel ispc isnpc ismounted isgood isneutral isevil isfight isimmort ischarmed isfollow isaffected hitprcnt inroom wasinroom sex position doingquest ishelled level goldamt race clan council clantype str wis int dex con cha lck objtype objval0 objval1 objval2 objval3 objval4 objval5 number name name2 time ~ 105 MINE~ .&rCombat &G&WSkill: &YMine &rCombat &G&WLevel: 90 &G&WSyntax: &YMine &G&W(mine) This skill allows &rcombatants &G&Wto place landmines in rooms so that the next unsuspecting person to walk over it, would get hurt. This skill also requires knowing how to &Ydig&G&W. ~ 101 MINVOKE OINVOKE~ Syntax: minvoke <vnum> minvoke <keyword of mob> Syntax: oinvoke <vnum> oinvoke <keyword of obj> oinvoke <vnum/keyword of obj> <level> MINVOKE invokes an instance of the mobile specified. OINVOKE invokes an copy of the object specified. It accepts an optional parameter for the level of the object to be invoked. ~ 101 MLIST~ Syntax: mlist : mlist <first mob> : mlist <first mob> <last mob> This command will list all of the prototype mobs in your area, when used with no arguments. When used with a single argument it will list all mobs including and after the argument, and when used with two arguments, it will list all mobs including and between the two. ~ 101 MMENU~ Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given) Mmenu will bring you into a menu system of editing mobiles. To use mmenu, the mobile that you are editing should be in the same room as you. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ -1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~ . The MOBprograms have been contributed by N'Atas-ha. Haus hacked together room && obj programs 'cause he got sick of failing to add lever bitvectors, and cause he thought Carnage was a Trancendentally Cool Mud. ~ 1 MOBREQ~ &YMobile Building Requirements for Unknown Regions: &R------------------------------------------------------------------------- &C&cMisc Guidelines for building mobs &R&W1) Use your Common Sense. 2) Most mobiles should have descriptions 3) Mob programs are good, interaction is very good 4) Setting things like its race/sex is good. 5) Use a large variety of mobs in your area. 6) Clothes are very good for mobs. Not every single person is going to wear armor. 7) More to come later &BFor More see: Buildreq, Objreq, Roomreq, progreq, areareq ~ 101 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Fight <percentage> [random, within a fight, based on percentile] Hitprcnt <percentage> [percent is % of mob's max H.P.] Greet <percentage> [entry that mob can see, by mob/player] Allgreet <percentage> [entry by a mob/player, regardless if seen] Entry <percentage> [when the mob itself enters a room] Bribe <amount of gold> [when a player gives the mob money] Death <percentage> [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time <hour> [script prog, runs once on hour specified] Hour <hour> [loops as Script for an hour from start hour] *NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ 1 MODULE MODULES INSTALL_MODULE~ Modules are used to modify ships and add to them and improve them. *WARNING* Once you install a module on a ship that isn't already reliant on them. It will become completly reliant on modules. Meaning that all the original stats except for the hull will be set to 0 and you will be forced to buy a module for everything. Install_module is the command used to install the modules. Syntax: install_module (module) (shipname) The only modules you can install more then one of are lasers, missiles, torpedos, rockets, fuel pods. Also don't go thinking you can install 50 quad lasers in a ship because ships do have module limits. To see What modules your ship currently has. The command is show_modules your ship To remove a module. The syntax is :remove_module (module) (ship name) For more further information on modules see help modules2. ~ 1 MODULE2 MODULES2~ Detailed information on Components: Tractorbeam - Allows you to retreives fleeing ships and bring the ship to your docking bay if you have one. lasers - Determines how many lasers are on your ship. Missile Rack - Determines how many missiles are on your ship. Hyperdrive - Gives your ship a Hyperdrive and Hyperspeed Main Drive - determines how fast your ship moves in regular space. Shield Generator - Determines the strength of your shields. Fuel Pod - Determines how much energy your Ship has. Standard Electronics - Adds Comlink and all that to your ship. See also Help midmodule and help module. ~ -1 MON CALAMARI CALAMARIS~ The Mon Calamari are a race of shore-dwelling bipeds. Living on a planet almost totally covered with oceans, they have developed a symbiotic relationship with the water-dwelling Quarren. These inhabitants of the sea mine ore from the ocean's floor and the Mon Calamari design practical uses for it. While they are not the most agile or tough race, their long fight against the Empire has taught them many survival skills. When the Empire came to Mon Calamari, it decimated the population and their proliferate floating cities. After months of fighting, the Imperial force was repelled and the first collective action of the planet was to seek entry into the Alliance. The Mon Calamari also provided a great asset to the Alliance during the war, converting their numerous Pleasure Cruisers into machines of war, bringing much needed capitol ships to the Aliiance's forces. ~ 1 MORON~ . If your reading this you've obviously done something Moronic. So next time take the time to look at things , read room descriptions or read the helps before bugging an Immortal or screaming over OOC. ~ -1 MOTD~ &C+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ &C&cM&Bessage &C&co&Bf &C&cT&Bhe &C&cD&Bay: &Y* &W- 3/24/01 Want to firmly state that you are on a quest? Want to avoid confusion about who's questing? No problem! When questing type &Yconfig +questing&W. &P(&BBrutus&P) &YNew Helpfiles:&B help voicemail&W, &Phelp immortals ~ 101 MOTDS~ The motds are 'messages of the day', and there are several: New characters will see the 'nmotd', containing info relevant only to new characters (level 1). Leveling characters (2 through 49) will see the 'motd', containing information relevant to those who are still playing to level. Avatars (level 50) will see the 'amotd', containing information relevant to avatar characters. Immortals (level 51 and higher) will see the 'imotd', containing information specifically relevant to all immortals. Any of the motds may be seen with 'help <name of motd>' ... for example: 'help nmotd' The motds are edited with hedit and saved with hset like all helpfiles. ~ 0 MOUNT DISMOUNT~ .&rCombat &G&WSkill: &YMount &rCombat &G&WLevel: 7 Syntax: &YMount &W(mob) &G&WSyntax: &YDismount &YMount &Wis a skill which allows you to mount certain mobs. Being &Ymounted &Won a mob cuts down on movement points that are used whenver you move. To remove yourself from the mob, one must remember to &Ydismount&W. New water sectors allow a person &Ymounted &Wto traverse them without damage from drowning. If you are in an area where your movement points begin to suddenly drop and/or you begin to lose hps (hitpoints) quickly, you should try to &Ymount &Wimmediately. ~ 1 MOVE~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK <direction or door name>. To open a door, you type OPEN <direction or door name>. At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 1 MOVEMENT~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK <direction or door name>. To open a door, you type OPEN <direction or door name>. At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 101 MPADVANCE~ Syntax: MPADVANCE <name> <level> Advances the level of a player (not functional in prototype programs). ~ 101 MPAPPLY MPAPPLYB~ Syntax: mpapply <victim> Syntax: mpapplyb <victim> These commands are used in the pre-auth area to signal a new character's authorization status. When a character first enters the game, it will be targeted by an 'mpapply <victim>' which will inform the immortals that the character is waiting for authorization. Once the character is authorized, a mob will attempt to 'mapplyb <victim>' the character, and the character will be sent into the actual game. ~ 101 MPASOUND~ Syntax: MPASOUND <phrase> Displays a phrase to all surrounding rooms. ~ 101 MPAT~ Syntax: MPAT <vnum> <command> Lets the mobile perform a command at another location. ~ 101 MPCOMMANDS RPCOMMANDS OPCOMMANDS~ The following commands can be used for Room, Mob and Object progs. The commands listed at the bottom are for mob progs only. A ** indicates command under development. Each command also has its own help file. Type HELP <COMMAND>. MPCOMMAND PARAMETERS MPCOMMAND PARAMETERS -------------- -------------------- ------------- -------------------- MPASOUND <phrase> MPJUNK <name/var> MPECHOAROUND <name/var> <phrase> MPECHOAT <name/var> <phrase> MPECHO <phrase> MPMLOAD <mob vnum> MPOLOAD <object vnum> MPPURGE <object/mobile name> MPADVANCE <player name> <level> MPTRANSFER <name/all> MPFORCE <name/all> <actions> MPSLAY <victim> MPDREAM <name> <phrase> MPDAMAGE <name> <#hps> MPCLOSEPASSAGE <room> <direction> MPOPENPASSAGE <origin> <dest> <dir> ** MPPRACTICE <victim> (skill|power) (max_percent) Mobs only: MPKILL <name> MPGOTO <vnum> MPAT <vnum> <command> See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES. ~ 101 MPDAMAGE~ Syntax: mpdamage <victim> <amount> This command inflicts a specified amount of damage on the victim. This damage will be affected by sanctuary, but is not affected by protect, saving throws or resists. A mob should _never_ mpdamage itself, at risk of crashing. ~ 101 MPDEPOSIT MPWITHDRAW~ Syntax: mpdeposit <amount> Syntax: mpwithdraw <amount> This command orders the mobile to deposit or withdraw a specified number of gold coins from an area. These can be used in conjunction with mpat to tell the mob which area to withdraw/deposit money in. Example: mpat 21000 mpwithdraw 5000000 This would cause the mob to withdraw 5 million coins from the new Darkhaven area, as that is the area vnum 21000 is in. If no mpat is used, the mob will withdraw or deposit the gold from the area in which it is located at the time. ~ 101 MPDREAM~ Syntax: MPDREAM <name> <phrase> Sends a message to a sleeping character. ~ 101 MPECHO~ Syntax: MPECHO <phrase> Displays a phrase to the entire room. ~ 101 MPECHOAROUND~ Syntax: MPECHOAROUND <name> <phrase> Displays a phrase to all in the room except victim. The abbreviation "mer" may be used for mpechoaround. ~ 101 MPECHOAT~ Syntax: MPECHOAT <name> <phrase> Displays a phrase to only the victim. The abbreviation "mea" may be used for mpechoat. ~ 101 MPEDIT~ Syntax: mpedit <mobile> <command> [number] [program] [arguments] Syntax: mpedit <mobile> add <program> <arguments> Syntax: mpedit <mobile> insert <number> <program> <arguments> Syntax: mpedit <mobile> edit <number> [program] [arguments] Syntax: mpedit <mobile> delete <number> Syntax: mpedit <mobile> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. For complete infomation, reference the mob program documentation available via FTP on realms.game.org: (building.tar.gz/building.tar.Z/building.zip ) See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 101 MPFORCE~ Syntax: MPFORCE <name/all> Forces a player/mob to do a command (non-functional on immortals, all will only force all in room). ~ 101 MPGOTO~ Syntax: MPGOTO <vnum> Goes to any room which is not private. ~ 101 MPINVIS~ Syntax: mpinvis Syntax: mpinvis <level> This command controls a mob's ability to use a modified form of wizinvis. Use 'mpinvis' alone to toggle the invisibility. Use 'mpinvis <level>' to set the level at which the mob will be invis. Mortals under the mobinvis level of the mob will be unable to see the mob when it goes mobinvis; they cannot see it with any power, it will be completely invisible to them. Be warned, however, that its programs will still function as normal, the mortal will simply see a 'someone' if it performs an action or an echo that they see, just as if a wizinvis immortal performed the action. Also be warned that at the present time, area attacks _will_ hit a mobinvis creature even if it is invisible. ~ 101 MPJUNK~ Syntax: MPJUNK <name> Destroys an object in inventory/being worn - can be used with all.object . ~ 101 MPKILL~ Syntax: MPKILL <name> Kills a player without using murder. ~ 101 MPMLOAD MPOLOAD~ Syntax: MPMLOAD <vnum> MPOLOAD <vnum> [<level> timer] Loads a mob or object. ~ 101 MPOPENPASSAGE MPCLOSEPASSAGE~ Syntax: MPOPENPASSAGE <origin> <destination> <direction> Opens a passage to a room (does not affect pre-existing doors) Syntax: MPCLOSEPASSAGE <room> <direction> Closes a passage to a room (does not affect pre-existing doors that were not created with mpopenpassage) ~ 101 MPPKSET~ Syntax: mppkset <victim> yes/no This command tells the mob to set the victim to either deadly or non-deadly status. Mppkset yes will set the victim to deadly status. Mppkset no will set the victim to non-deadly status. ~ 101 MPPRACTICE~ Syntax: mppractice <victim> <skill/power/language> <amount> This command will set the victim's percentage of proficiency in the specified skill/power/language to the specified amount. It cannot train a character in a skill/power/language the character does not have as a part of its class and that it does not already have as a result of its level. In other words, it canot train a warrior in fireball, or a level 1 thief in gouge. ~ 101 MPPURGE~ Syntax: MPPURGE <object/mobile> Purges the room, or a specified object/mobile. ~ 101 MPRESTORE~ Syntax: mprestore <victim> <amount> This command restores a specified number of hitpoints to the victim. ~ 101 MPSLAY~ Syntax: mpslay <victim> This command orders the mob to slay the victim in cold blood; the victim gets no saving throw. ~ 101 MPSTAT~ Syntax: mpstat <mob/mobvnum> Mpstat will display all of the mobprograms that have been written for the specified mob. If an instance of that mob exists in the game, it can be accessed with its vnum. See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 101 MPTRANSFER~ Syntax: MPTRANSFER <name/all> Transfers one or all in the room to a specified location. ~ 101 MRANGE ORANGE~ These functions, when complete, will function similarly to 'rat', but will be used to manipulate ranges of mobiles and objects instead of rooms. ~ 101 MSET RSET~ Syntax: mset <character> <field> <value> Syntax: rset <location> <field> <value> MSET and RSET set the properties of mobiles and rooms respectively. RSET has been replaced with REDIT, which allows you to change every part of a room. MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS, DEFENSES and MSTAT. If a mobile has the PROTOTYPE flag, modifying an instance of the mobile will also modify the index mobile, which all other instances of the mobile are based on. See MCREATE and REDIT. For objects see OSET. Also see MMENU, RMENU, and OMENU for the menu editing system. ~ 1 MSP~ &R&WMud Sound Protocol. &R-------------------------------------------------------------------&w &C&cThis is code in various clients that recognize special characters and allow muds to implement sounds and music. The Homepage for MSP is: http://www.zuggsoft.com/zmud/msp.htm &zMud Clients MSP Compatible:&w --------------------------- &CzMUD, Versions 4.60 and Higher. (http://www.zuggsoft.com) Mud Master, Versions 2.10 and Higher (http://www.mud-master.com) TinTin++ 1.5 and Higher AmiMud(For Amiga) version 2.10 and Higher.&w ----------------------------------------------- &YYou can find our music packs at..&w &pMusic Pack: unknownregions.tripod.com/urmusicpack.zip Sound Pack: swruk.cjb.net&w ~ 101 MSTAT OSTAT RSTAT~ Syntax: mstat <character/mob or mobvnum> Syntax: ostat <object/object vnum> Syntax: rstat Syntax: rstat <location> MSTAT shows you statistics on a character or mobile. If a copy of the mobile is present in the game, you can access it using its vnum. OSTAT shows you statistics on an object. If a copy of the object is present in the game, you can acces it using its vnum. RSTAT shows you statistics on a location. The location may be specified as a roomvnum, as the name of a mobile, or as the name of an object. Rstat with no argument returns the statistics on your present room. See MSET OSET and REDIT ~ 1 MULTIPLAYER MULTIPLAYING MULTI MULTIPLAY~ &RMultiplaying is Illegal&w &CDefinition of Multiplaying:&w &B------------------------------------&w &R&WHaving access to or owning more then *1* character unless it is Your Child Having two or more characters connected and controlled by you at the same time(Regardless of link dead or not). Having the two characters interact in any way(dropping a item and other one picking it up even after its quit). Using another character to extract revenge &YPunishments :&w &B-----------------&w These will depend on the mood of the imm who caught you. Best advice is to *NOT* multiplay. Its not my fault if one imm who is semi-nice just slays your other char and does a few things to you while another more strict imm just slays both of you off hand. Its not a issue of fairness Its a Issue of breaking the rules. ~ -1 M_ADVHERO_~ Well done! ~ -1 M_BALZHUR_~ Suddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... The next second, the immense mass of slimey muscle and claws is all over you ...shredding you to a bloody mess! Mercifully, everything goes black as it moves its widening maw towards your head... ~ -1 M_GODLVL10_~ You are all powerful! ~ -1 M_GODLVL1_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel indeed much more free than you have ever felt before... You float high into the heavens... a vortex of ever-changing curved beams of colored light swirling around you faster and faster... Your soul is bursting with emotions you can barely conceive... You feel a burning inside... both cold and hot... a tingle of electricity grows into a powerful buzzing surge jolting through every inch of your body. A strange chorus of voices begins to sing indecipherable and long forgotten words... the singing grows louder and louder... a million voices as one. You feel yourself losing touch with reality... and all goes quiet. ~ -1 M_GODLVL2_~ ...You begin to feel light-headed. Your hands begin to tingle softly... The feeling quickly grows into a strange radiating pulse of energy! The tingle rises up your arms and into your head, filing your mind with visions of worlds of wonder, far off places, great towers, vast mountains, oceans, seas, lush valleys, dark caverns and twisted passages... You sense a feeling of wonderous potential and power in your hands... Enough power to build and create these visions for yourself! You feel much more powerful, eager and inspired! ~ -1 M_GODLVL3_~ ...You feel slightly faint as your head begins to spin. Your hands begin to tingle once more... A vortex of energy starts to swirl throughout your hands, going faster and faster... becoming almost painful! Beams of light break through your skin, one at a time, then more and more until the light is almost to bright to bear... As your squint your eyes, you perceive a vision of great beasts of wonder, dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples of all kinds, ancient forgotten artifacts, weapons of vast untapped powers, crystal balls, magick rings, staves, wands, rods, arcane tomes of untold secrets... your mind is bursting with inspiration... You sense a new, reborn feeling of unlimited potential and power... In your hands the power to build and create these visions for yourself! The bright light from your hands fades away... but strange faint glow remains always. ~ -1 M_GODLVL4_~ You suddenly feel much more powerful! ~ -1 M_GODLVL5_~ You suddenly feel much more powerful! ~ -1 M_GODLVL6_~ You suddenly feel much more powerful! ~ -1 M_GODLVL7_~ You suddenly feel much more powerful! ~ -1 M_GODLVL8_~ You suddenly feel much more powerful! ~ -1 M_GODLVL9_~ You suddenly feel much more powerful! ~ 0 NAME NAMES~ &YSyntax: name <newname>&W This command allows a pre-authorization player to change their name to a new one if their original choice has been denied. Example: A new player named Pete has his name denied. To change his name to 'Joe', Pete would simply type: &YName Joe&W. When choosing a name, please try to choose one which is both Starwarsish and unique. Good names help add to gameplay and will allow you to forge an identity for yourself. Simply put, your name should &YNOT &Wbe:&G - Nonsensical, unpronounceable or ridiculous. - Profane or derogatory as interpreted in any language. - Futuristic or common, such as 'Jill' or 'Laser'. - Similar to that of any UR Immortal, major mob, or equipment. - Significant in history, mythology, or any religion. - Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'. - Comprised of ranks or titles, such as 'Lord' or 'Master'. - Composed of singular descriptive nouns, adverbs or adjectives, as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'. - Any of the above in reverse, i.e., writing Jade as 'Edaj'. - Any combination of singular descriptive nouns/adverbs or adjectives, as in 'Metaljacket Heartbound Earthstone or Softheart'. &WPlease keep in mind that names which were authed in the past do not validate current name authing. Above are the guidelines which all immortals follow. In addition, they may have their own reasons for denying your name. The final determination as to the validity of a name on UR is the discretion of the Immortals and is NOT subject to debate or discussion. If your name is denied, simply follow the guidelines and try a new one. ~ 1 NAMES~ . The name of your character is very important. As we are trying to keep this a Role Play Mud please pick reasonable names. Names of wee known start wars characters are frownd upon and names with profanity or just plain stupid will be denied. i.e. Luke, Vader, Han are well known names. i.e Fish Head, Supermanguy, are just plain stupid. ~ 1 NAVIGATION~ .&BPiloting &G&WSkill: &YNavigation &BPiloting &G&WLevel: 1 &YNavigation &G&Wis the skill that allows you to pilot a ship successfully. It is an automatic skill. &RSee also&W: Help &YCoordinates&W, Help &YHyperspace&W, Help &YCourse ~ -1 NEWB NEWBIE START BEGIN~ &P+&B--------------------------------------------------------------&P+ &B| &WWelcome to the Unknown Regions! &B| &P+&B--------------------------------------------------------------&P+ &R@>&W The first you should do is check help files and familiarize yourself with the elements of this game: &B##>&C Help [rules/death/clone/ships/ic/ooc/bounty] &R@>&W Next, to get authorized, you can do one of the following: &B##>&C First, make sure your out of that first room. This is done by typeing 'say 1' or 'say 2' respectivly, type 'look' for details. &B##>&C Ask an imm privately if you're ready to be authed, and if not, ask him or her what needs to be done. &B##>&C Type 'who newbie' to list the players in the newbie council. These players will be able to authorize you, and answer any of your questions. &R@>&W Once you leave the UED Spacestation(Newbie Acadamy), good places to start would be: &B##>&C Rudrig, Sluis Van, or Coruscant. These three planets have academy type areas for new players to train stats or gain combat skills. ~ 101 NEWBIESET~ Syntax: newbieset <character> NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the character's inventory. Recipient must be level 5 or lower. ~ 1 NEWCLAN~ To make a new clan, You need to submit and application to a imm containing What your clan is, Clan's name, Its IC stuff like story etc and all those kind of details Then make it unofficial, once you have 4 - 8 ACTIVE members in your clan for at least 2 - 3 weeks, Then your clan will be considered by squall to be made into a real one with ships etc. &RIf you have any questions about my requirements for the application then you might as well not go about it cause they are not hard. I will not answer any questions on them. You shouldn't start a clan if you can't even answer those simple questions. &YDon't even bother submitting an application if you can't RP, write a good story or IC info cause I don't take half-assed shit. Example of a shitty application: Super powerful Force a team of strong people that protect people We are strong people from all over the galaxy who like to do good ~ 200 NEWCOMMANDS~ call - calling pet abort - skyrunner's abort (please give credit) run - drraagh's command make_infect_med - Untested, but should make medicine to cure infections cept there isn't a cure command yet.. thats next washup - to help reduce the chance of infection.. needs soap ship_masking - simular to a stealth bomber.. youcan see it. but your sensors can't.. uses lots of energy ~ -1 NEWS~ &R----------------------&w Listing of recent news &R----------------------&w &R@&G&W added Announcement Channel(announce) &R@ &WAdded Transship &R@ &WFixed Bug In Slay &R@ &WChanged Reset_Check so reset msges would show up better &R@ &WChanged Setplanet so you can set governed_by to none &R@&G&W Made it so mobs are not purple - Put Back, mobs are purple &R@ &WAdded In Gendi's Patrol Fix &R@ &WPut in the Jedi Knight Flag On Who List &R@ &WAdded do_announce &R@ &WModified Quest channel &R@ &WPut In AutoQuest &R@&G&W Added Simple Close And Open Bay &R@&G&W Enhance Close And Open Bay so that you have to be in the cockpit in the same system and the ship belongs to u or your clan &R@&G&W Fixed Lang Bug &R@&G&W Added Sounds And Special Messages For Wielding and Removing Light Sabers &R@&G&W Added Random Greeting Thing, Wasn't Hard. &R@&G&W Added UpgradeLaser, Not sure if it should be a skill or not &R@&G&W Added wizhelp2,(sorted by level) &R@&G&W Added Increasing hps per level &R@&G&W CHanged Starting Hp/mana/move &R@&G&W Removed Ask,music,pray, i104,i103,i105, as well as changed coloring of channels &R@&G&W Added payfine &R@&W Added in tune and talk(1-100 channels to talk( tune <channel#> && talk <msg> &R@ &WInvite, Buzz, Ship Docking and Xsocials have been added. &R@ &WPaint has been added along with setrace and showrace. &R@ &WIon Cannons(fire ion) have been added in as well as birth. &R@&W Listen has been added, help listen &R@&W Butcher is now in, help butcher &R@&W Cybernetics are in, help cyber &R@&G&W Ship Codes Are parcially in, type getcode and setcode for more details &R@&R&W New Housing system is in (Experimental) type homes. &R@&R&W rcopy(neat imm command) is in. Copies rooms descs and flags. &R@&R&W strew/strip, customized slays and other fun stuff added. &R@&R&W Planetary/System Defenses and Patrols added along with Order_planet &R@&R&W Copyover installed. &R@ New 3 Package Cloning system in. &R@ &R&W Ship Types are back in &R@ &R&W Format has been fixed &R@&R&W Background music in in most of the mud. ~ 101 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ -1 NMOTD~ &W[&RNotice&W] &BWe are currently under-construction. Please understand that I (Gavin) will be doing many modifications to pfile formats, are formats, and all the others by the time we are open. &WYou are welcome to play here, in fact I encourage it, but be warned, before this is open to the full public, there will be a pwipe. This should be in a week or so, probably beginning of May. &GI hope this does not discourage you from helping out or testing. But be warned, the characters you choose to play with as of now, will not be around as they are when we open. &PIf you are here to bug us, or laugh at us for being taken over, please respectivly go elsewhere, We have done nothing wrong, and have no intention of starting a mud war. anything else. &YYour Admins, Gavin and Alessandra ~ -1 NOGHRI~ The Noghri are a race of great hunters and warriors. Incredible agility lend them a large advantage in combat. For the most part, Noghri are not technologically advanced, they lack any sort of "street smarts," as almost none of them have ever gone offworld, and those that do only do so as body guards and similar occupations. Their small size also limits their constition, and thus succumb to wounds more quickly than humans. The Noghri live on the fourth planet in their system, the only one of seven capable of supporting life. Honoghr is, for the most part, a barren world. Years ago, during the Clone Wars, a large starship crashed into the planet, causing massive destruction and posoining much of the planet with coolant fluids. Since, the Noghri have been extremely dependant on the Empire or the New Republic for food. ~ 1 NOGHRI HONOGHR~ ~ 100 NOKILL KILL NO~ A 'nokill' flag has been added for NAMED mobs. It doesn't make sense for some mobs to die and then suddenly be back alive again ( the ones with names as opposed to ones like anonymous stormtroopers etc ). This flag will cause the mob that has it to appear to flee before it dies... It will still give experience but won't leave a corpse lying around. use: mset <mob#> flags nokill ~ 101 NORESOLVE~ Syntax: noresolve Toggles resolution of incoming player ip's into names. ~ 1 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north or n Syntax: south or s Syntax: east or e Syntax: west or w Syntax: up or u Syntax: down or d Use these commands to walk in a particular direction. ~ 1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ Syntax: northeast or ne Syntax: northwest or nw Syntax: southeast or se Syntax: southwest or sw Use these commands to walk in a particular direction. ~ 0 NOTE MESSAGE BOARD BOARDS TERMINALS TERMINAL BOARD~ Syntax: note list <number> OR: message list <number> Syntax: note read <number> OR: message read <number> Syntax: note read all OR: message read all Syntax: note write OR: message write all Syntax: note subject <string> OR: message subject "string" Syntax: note to <to-list> OR: message to <to-list> Syntax: note take <number> OR: message take <number> Syntax: note show OR: message show Syntax: note post OR: message post Syntax: note remove <number> OR: message remove NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. By specifying a number after NOTE LIST, you will list all notes including and after that number. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. NOTE WRITE puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking it in your inventory. Notes now require a blank message disk to record :) See also 'voting'. ~ 101 NOTITLE NOEMOTE NOTELL SILENCE UNSILENCE~ Syntax: notitle <character> Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> Syntax: unsilence <character> NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from setting their title, emoting, telling, and using channels, respectively. Characters who are notelled will also not recieve those forms of communication. Use UNSILENCE to remove a player's silence. Simple use notell, noemote or notitle on the character again to remove each of those restrictions. ~ 101 NPCRACES NPC_RACES~ A mobile may be any of the following races: human elf dwarf halfling pixie vampire half-ogre half-orc half-troll half-elf gith ant ape baboon bat bear bee beetle boar bugbear cat dog dragon ferret fly gargoyle gelatin ghoul gnoll gnome goblin golem gorgon harpy hobgoblin kobold lizardman locust lycanthrope minotaur mold mule neanderthal ooze orc rat rustmonster shadow shapeshifter shrew shrieker skeleton slime snake spider stirge thoul troglodyte undead wight wolf worm zombie bovine canine feline porcine mammal rodent avis reptile amphibian fish crustacean insect spirit magical horse animal humanoid monster god See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU. ~ 105 'NUISANCE STAGES'~ Stages of nuisances are the affects that the victim picks up while in that stage. As time progresses and the victim progresses through the stages, they pick up new problems and the old ones gradually strengthen. So for example if they are in stage 3 and progress to stage 4. They will feel more affects from stage 1,2 and 3 and pick up the affects from stage 4. Power level is how hard they get hit with the affect. So if in stage 1 the affect was 2% of the time at power level 1 it may be 4% of the time in power level 2. And in stage 2 the affect in stage 1 may be 4% of the time at power level 1 and 8% of the time at power level 2. So with that being said here are the current stages and their affects: Stage 1: The Thirst Stage This makes them become thirsty quicker. The formula used is the following: <current stage>*<power level> for how much more is added to your following: <current stage>*<power level> for how much more is subtracted from your thirst each time. With 100 being not thirsty and 0 being dehydrated. Stage 2: The Hunger Stage The hunger stage works exactly as above except, the formula subtracts 1 from the current stage becoming: (<current stage>-1)*<power level> Stage 3: The Mentalstate Stage In this stage each time your mentalstate worsens nuisance exagerates the amount you worsen by. The formula used to compute how much more it adds or subtracts is: .4*(<current stage>-2)*<power level>. Stage 4: The Potion Stage In this stage you can not stomach as many potions as you normally could without the nuisance flag. Normally if your thirst or hunger is above 48 you can't quaf anymore. Nuisance makes this a much lower number. The formula used is: (48-(3*<current stage>)+<power level>) So at power level 10, stage 10 you could only quaf 8 potions on an empty stomach. Stage 5: The Wait Stage In this stage commands start taking longer to complete. A normal spell for example takes around 8-15 rounds of wait time. With this stage more wait time is added with the following formula: (<current stage> -4 ) + <power level> So at Stage 6 at power level 5, each command would have an additionl 7 wait added to it. Stage 6: The Offensive Magic Stage In this stage you have a chance of targeting yourself with offensive spells instead of whatever target is specified. The formula for the percentage or the time you do it is the following: (<current stage>-5)*8 + <power_level>*6 So at first stage 6 with a power level of 5 you would have a 38% chance to target yourself with offensive spells. Stage 7: The Defensive Magic Stage In this stage, if you are fighting someone you have a chance to target them with any defensive spells you cast. The formula used is the following: (<current stage>-6)*8 + <power_level>*6 Continued in help 'NUISANCE STAGES2' ~ 105 'NUISANCE STAGES2'~ Stage 8: The Speech Stage In this stage you have a chance to scramble your speech and scramble other peoples speech (IE what you hear from them). This works on a percentage with the following formula: (<current stage>-7)*10*<power level> So at stage 9 with power level 2 speech is scrambled 40% of the time. Stage 9: The Movement Stage In this stage you start moving in random directions like a drunk does. This is worked out in a percentage as well. Which works of the following formula: (<current stage>-8)*10*<power level> So in stage 10 with a power level of 4 you would randomly choose an exit 80% of the time. Stage 10: The command Stage In this stage your commands start failing (Like mentalstate). This is done on a percentage of the following: (<current stage>-9)*10*<power level> So at stage 10, power level 10 the character becomes utterly useless, as commands will fail 100% of the time. Soon there will be more options, when they come in the help files you should see are: 'NUISANCE' 'NUISANCE STAGES' 'NUISANCE OPTIONS' ~ 105 NUISANCE UNNUISANCE~ &WSyntax: &cunnuisance <victim> &cnuisance <victim> [options] &GUnnuisance will remove the nuisance flag from a player. Nuisance will add a nuisance flag to the player specified by victim. &wThis only works on pc's. The optional parameters are as follows: &cmaxtime <#> <minutes/days/hours>&w &wThe maxstage of nuisance. Default is 8 days. &ctime <#>&w: The time in days that the nuisance flag will stay on the player, once the time is expired the flag will automatically be removed. If this option is not used it will default to a permenant penalty. &cpower <#>&w: A number from 1 to 10, 10 being the worst for the player. &WNote the words before the options are not optional and must be used. &RExamples: &cnuisance mortal maxtime 5 days time 7 power 5 >his would nuisance mortal for 7 days with the maximum stage being reached in 5 days, at a power level of 5. Also note you can leave options out: &cnuisance mortal maxtime 5 days power 5 &Gfor example would set the maximum time to reach the final stage at a power level 5 and use the default value for the time. Also options can be rearranged n like: &cnuisance mortal power 5 maxtime 5 days time 7 &Gwould be the same as the first example. >o see info on nuisance level, power and set time of a player, use &WMSTAT. &WFor information on stages see help 'NUISANCE STAGES' &G We are not to give mortals any info about nuisance. If they notice something is wrong and ask for an explanation just &Wtrans <name> nuisance &G MORTS ARE NOT TO BE TOLD WHAT THE FLAG IS OR GIVEN OTHER INFO RE: IT>. ~ 101 OBJECTFLAGS~ Flags that objects can have: Flag Affect Flag Affect ==== ====== ==== ====== glow n/a hum n/a dark n/a loyal loyalty ('help loyal') evil glow on det. evil invis invisible magic prevents enchant nodrop cannot drop bless +20% resist dam. antigood zap if align +350 dbl. duration poison weapon antievil zap if align -350 antineutal zap if align -350 to +350 noremove cannot remove inventory purge upon char. death antimage zap if mage antithief zap if thief antiwarrior zap if warrior anticleric zap if cleric organic +20% suscept. dam. metal +20% resist damage donation prevents get all clanobject n/a clancorpse n/a prototype n/a Additional flags: covering items inside this are 'covered', use 'look under <object>' to see 'inside'. The object does not have to be a container to be a covering object. Use 'reset put' to indicate objects to be covered by this object. ~ 1 OBJECTS~ To see the objects you currently posess, type INVENTORY and EQUIPMENT. INVENTORY is the items you are carrying, but are not currently wearing. EQUIPMENT shows you the equipement you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first REMOVE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as a more detailed form of LOOK. ~ 101 OBJECTTYPES~ Object types listed in bit order: None Light Scroll Wand Staff Weapon Fireweapon Missile Treasure Armor Potion Worn Furniture Trash Oldtrap Container Note Drink_con Key Food Money Pen Boat Corpse_npc Corpse_pc Fountain Pill Blood Bloodstain Scraps Pipe Herb_con Herb Incense Fire Book Switch Lever Pullchain Button Dial Rune Runepouch Match Trap Map Portal Paper Tinder Lockpick Spike Disease Oil Fuel Short_bow Long_bow Crossbow Projectile Quiver Shovel Salve Not all are implemented. See OSET ITEMVALUES ARMORCLASS. ~ 1 OBJREQ~ &YObject Building Requirements for Unknown Regions: &R-------------------------------------------------------------------------&w &C&cMisc Guidelines for building... &R&W1) Use Common Sense this should cover most of it. Like powerful objects should not be easy to attain.. etc 2) No extrodinarily powerful eq ie an average of over 35 - 40 without asking a creation council head. 3)Engineer items values v0 and v1 determine how powerful of a item it will generate, make high quality components difficult or expensive to obtain. 4) No Crystals should be created without contacting the creation council head first. 5) No easy to obtain armor should be more powerful then anything a engineer is capable of creating. 6) Use weight, if a weapon is a huge ass rifle, its bound to be heavy. 7) Keep the word balance in mind at all times when making an object. &BFor More see: Buildreq, Mobreq, Roomreq, progreq, areareq ~ 101 OBJTRIGGERS OPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Wear <percentage> [when a player wears the object] Remove <percentage> [when a player removes the object] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Sac <percentage> [when a player sacrifices the object] Zap <percentage> [when the player is zapped due to alignment] Get <percentage> [when a player gets the object] Drop <percentage> [when a player drops the object] Damage <percentage> [when the object is damaged] Repair <percentage> [when the object is repaired] Greet <percentage> [when a mob/player enters the room] Exa <percentage> [when the object is Examined or Looked upon] Look ** THIS TRIGGER IS NOT CURRENTLY IN USE ** Push <percentage> [when a player pushes an object] Pull <percentage> [when a player pulls an object] Use <percentage> [see 'help useprog' for details] For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES. ~ 0 OBTAINCODE~ .&GPiracy &G&WSkill: &YObtaincode &GPiracy &G&WLevel: 70 &WSyntax: &YObtaincode &W(ship) This is a skill used by pirates to obtain a ship's code. This enables the pirate to shipdock on another ship without prior permission or sending the code. ~ 1 OFFICER~ ~ 1 OLDMOTD~ 7/8/00 - The Music pack has moved to our homepage at: swruk.cjb.net in the files section. Contact Squall for your reimbursement/restore Krovik. 7/9/00 - Try out the Jukebox in the Highwind Cantina if you have the Music pack and a MSP client. The jukebox will be availiable in other major places soon. Anyone who kills someone for "Fun" as a ic reason and shit like that will be slayed without mercy, twice if they have a nice clone. Shit 7/10/00 - Anyone caught without a bio (and a desc) will be pusnish, so write them ASAP If you find something fishy like lots of credits or a super powerful item and don't report it to a imm. If the imm finds out about it before you report it. Your character will be slain,, you will get nothing back you will be lucky if the imm even leaves your clone. No excuses, No shit. 7/11/00 - We are taking applications for the leader of Hapan Consortium, Requirements: Has to be female, Be able to RP well. Be active. ~ 0 OLDSCORE~ Syntax: oldscore Oldscore shows the score information in a different way than 'score'. ~ 200 OLDTEACHERS~ &RSn: 120 Slot: 0 Skill: 'makecontainer ' &WTeachers: 10340 32010 206 7214 &RSn: 116 Slot: 0 Skill: 'makearmor ' &WTeachers: 32010 206 &RSn: 119 Slot: 0 Skill: 'makecomlink ' &WTeachers: 32010 206 &RSn: 122 Slot: 0 Skill: 'makeflashlight ' &WTeachers: 32010 206 &RSn: 117 Slot: 0 Skill: 'makeblade ' &WTeachers: 32010 206 &RSn: 118 Slot: 0 Skill: 'makeblaster ' &WTeachers: 32010 206 &RSn: 129 Slot: 0 Skill: 'makeshield ' &WTeachers: 32010 206 &RSn: 121 Slot: 0 Skill: 'makedroid ' &WTeachers: 206 &RSn: 124 Slot: 0 Skill: 'makegrenade ' &WTeachers: 32010 206 &RSn: 127 Slot: 0 Skill: 'makelandmine ' &WTeachers: 32010 206 &RSn: 154 Slot: 0 Skill: 'ship maintenance ' &WTeachers: 32010 206 10340 10400 &RSn: 135 Slot: 0 Skill: 'navigation ' &WTeachers: 10340 32007 32008 32040 3 7212 10400 &RSn: 154 Slot: 0 Skill: 'ship maintenance ' &WTeachers: 32010 206 10340 10400 &RSn: 166 Slot: 0 Skill: 'starfighters ' &WTeachers: 10340 32007 32008 3 7212 10340 10400 &RSn: 178 Slot: 0 Skill: 'weapon systems ' &WTeachers: 32007 32008 32040 10400 7212 10340 &RSn: 154 Slot: 0 Skill: 'ship maintenance ' &WTeachers: 32010 206 10340 10400 &RSn: 132 Slot: 0 Skill: 'midships ' &WTeachers: 32007 32008 32040 ~ 101 OLIST~ Syntax: olist : olist <first object> : olist <first object> <last object> This command will list all of the prototype objects in your area, when used with no arguments. When used with a single argument it will list all objects including and after the argument, and when used with two arguments, it will list all objects including and between the two. ~ 101 OMENU~ Syntax: omenu <object name> [menu page] (defaults to 'a' if none given) Omenu will bring you into a menu system of editing objects. To use omenu, you must be holding the object that you are editing in your inventory. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 101 OPEDIT~ Syntax: opedit <object> <command> [number] [program] [arguments] Syntax: opedit <object> add <program> <arguments> Syntax: opedit <object> insert <number> <program> <arguments> Syntax: opedit <object> edit <number> [program] [arguments] Syntax: opedit <object> delete <number> Syntax: opedit <object> list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. Object programs are like mobprograms, with trigger differences. To edit an Objprogram, you must be holding the object in your inventory. See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ 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. ~ 101 OPENTOURNEY~ Not currently functional. ~ 101 OPSTAT~ Syntax: opstat <object/object vnum> Opstat will display all of the objprograms that have been written for the specified object. If a copy of the object exists in the game, it can be accessed by its vnum. See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 1 ORDER_PLANET~ &YOrder Planet&w &R---------------------------&w &R&WThis command allows you to purchase control towers for more ships to protect your planet and barracks for land patrols. It also allows for shield generators to protect the aforementioned. These can be destroyed by bombing, This is meant to make conquering planets a little more of a challenge. &CUsage : Order Planet (item) Items are Shield, Barracks, Controls ~ 101 OSET~ Syntax: oset <object> <field> <value> oset object on If the copy of the object you are currently modifying has the PROTOTYPE flag, your modifications will also modify the index of that object, which all other instances of the object are based on. In the future, every copy of that obj will reflect your modifications. Also be aware that modifications to the object affect list (everything that is listed after 'object values') will affect _every_ copy of that object in the game, including old copies (even if they are not online). Thus if you change a prototype-flagged copy of a sword to +4 damroll, every copy of that vnum ever made will reflect that change. If you add a 'magic' flag to that sword, however, only copies made after the change will be affected. If the copy of the object you are modifying does NOT have the PROTOTYPE flag, your modifications will affect only that copy. OSET ON will lock you onto a particular object. Once locked on, all commands commands will imply 'oset <object>'. Hitting enter while in OSET ON gives you an ostat of the object you are working on. To get out of OSET ON, simply type the word DONE. Example: oset staff on long A long gnarled staff of burnished oak lies here. type staff done See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING ~ 100 OSET_FLAGS OSET_FLAGS OSETFLAGS OFLAGS OFLAG OBJ_FLAGS~ help oset flags Usage: oset <object> flags <flag> [flag]... 1. glow: Object will glow. 2. dark: The object will be dark. 3. magic: The object will be capable of magic. 4. bless: The object will be blessed. 5. antievil: Object cannot be wielded/worn by a player with negative alignment. 6. noremove: Once a player wields/wears this object, they cannot remove it. 7. antisith: Object cannot be wielded/worn by a Sith 8. antisoldier: Object cannot be wielded/worn by a Soldier. 9. donation: ??? 10. covering: ??? 11. hum: The object will emit a humming sound. 12. invis: The object will be invisible. See also, Help Oset_Flags2 ~ 100 OSET_FLAGS2 OSET_FLAG2 OSETFLAGS2 OSETFLAG2 OFLAGS2 OFLAG2~ 1. nodrop: Once in a players inventory, the player cannot drop it. 2. antigood: Object cannot be wielded/worn by a player with positive alignment 3. antipilot: Object cannot be wielded/worn by a Pilot. 4. anticitizen: Object cannot be wielded/worn by a Citizen. 5. antineutral: Object cannot be wielded/worn by a player with neutral alignment. 6. inventory: ??? 7 antithief: Object cannot be wielded/worn by a Thief. 8. antijedi: Object cannot be wielded/worn by a Jedi. 9. clanobject: Object designed for a specific clan or organization. 10. antihunter: Object cannot be wielded/worn by a Hunter. 11. small_size: Can only be worn by; jawa, noghri, ewok 12. human_size: Can only be worn by; Human, Rodian, Twi'lek, Adarian 13. large_size: Can only be worn by; Wookiee, Mon Calamarian, Gamorrean 14. hutt_size: Can only be worn by; Hutt 15. contraband: DO NOT SET IT ... This will be added and removed automatically by customs officers and crimelords etc. Its purpose is to give experience for smuggling illegal goods from planet to planet. ~ 1 OUT OF CHARACTER~ &ROK, I will try and make this simple. &BOOC Channels are the following:&G&W ooc &Rand &Wmusic &BOOC channels are for things like talking about outside mud activities, ie, school, sports, computer games, etc &YIC Channels are the following:&G&W chat, shout, yell. etc &YIC Channels are for anything to do with the muds enviroment, ie, martial status, abilities, (if phrased correctly, stats), where to learn things, etc &PAny questions, Contact Gavin or other local Immortal ~ 101 OWHERE MWHERE~ Syntax: owhere <object keyword> Syntax: mwhere <mob keyword> Owhere displays the location of all instances of the specified object. Mwhere displays the location of all instance of the specified mobile. See VSEARCH ~ 0 PAGELENGTH~ Syntax: pagelength <number of lines> This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ 1 PAINT~ &G&WSyntax&R &R------&R &G&W paint &B<&Wshipname&B> &B<&Wcolor&B> &B<&WDescription&B> &G&WExtra Info&R &R----------&R &G&W Colors Are: &rBlood &gGreen &bDBlue &cCyan &RLRed &GLGreen &bLBlue &BBlue &OBrown &PPurple &YYellow &pPink &WWhite ~ 101 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You must be wielding a weapon to parry. ~ 101 PART BODYPARTS XFLAGS~ Misc body parts: HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS TAIL SCALES Used for attacking: CLAWS HORNS TUSKS TAILATTACK SHARPSCALES ~ 0 'PASS DOOR'~ Syntax: feel 'pass door' This power enables the caster to pass through closed doors. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. Passwords can not contain certain characters, or spaces. As well, we advise that you use an alphanumeric password (containing both numbers and letters) as they are harder to guess. ~ 1 PATROCINOR1 BIO1~ Patrocinor has lead a long, very long life. Most people have never heard of the planet that Patrocinor lived on, Scarlettica, on which he was a retainor for a Noble family, the Dawnbreakers. Life was good until an advanced alien species, a nameless race of aliens with advanced psionic powers, invaded the planet. In a fierce battle to save the planet from the onslaught of aliens, the entire Dawnbreaker family took up arms agains the alien force. The Family, along with the Planetary Defense Force suffered heavy casualties, and barely managed to beat back the invading forces. Almost the entire Dawnbreaker Family died, except for Patrocinor and Brutus, the young family son. Among the casualties was Patrocinor's Duinuogwuin wife, Carus, who was pregnant at the time. She had chose not to fight but a rouge bomb ended up killing her. Patrocinor was heartbroken over the loss of his wife and the Dawnbreaker Family. Wishing to protect young Brutus, Patrocinor sent him ahead to the relatively safer Inner Rim, and stayed behind to protect the planet in case of a second wave. Fortunately the Second Wave never came, and the planet was able to enter a time of prosperity under the new reconstruction. Sastified with the turn for the better on Scarlettica, he returned to the inner rim in search of Brutus, only to find that Brutus had been killed by an Evil Sith Lord. Brutus had acted nobely and was aiding a Duinuogwuin Jedi Knight, the Sith hated the interference with the plans and killed young Brutus, and disappeared. ~ 1 PATROCINOR2 BIO2~ Heartbroken over the loss of the last of the Dawnbreakers Patrocinor, and having nothing to return to on Scarlettica, he opted to stay in the inner rim. He became very lonely and very depressed, until one day a fellow Duinuogwuin approached him, it was very rare to see a fellow member of his race and let alone a female one. Her name was Malystryx and in a lot of ways she reminded Patrocinor of his long lost Carus. Malystryx had noticed Patrocinor and felt an amount of pity for him, she encouraged him to join the Imperial Remnants with her, Patrocinor gladly joined, but lost touch of Malystryx in the confusion of the Post Endor Reformation of the Imperial Remnants. Losing track of Malystryx Only made him more depressed, but Patrocinor carried on. The Empire reformed and Veroon took the place of Leader. Patrocinor carried on with his job until Veroon took notice of him and promoted him to captain. A position which Patrocinor still gladly serves. Patrocinor also feels the need to protect those who are innocent. He was a General in the War of the Leagues, and fought back against the rioters on two occasions, once paying the ultimate sacrafice and losing his life, thankfully he had a clone, and was able to make a recovery. He still wishes to get revenge against the human league and looks for a way to do so. Patrocinor has a few friends but not that many, a lot of people are intimidated by his enormous size and dragon-like appearance. He considers Ruby Valos and Joan De-Ark close friends, he also looks up to Priest Slicer for advice. He respects Jek Veroon, Priestess Katrina, and Tempest McCloud a lot. ~ 1 PATROCINOR3 BIO3~ Patrocinor still remains lonely, he feels the loss of his family and his friends every day and considers himself deep down a failure. He had sworn to protect the Dawnbreakers and his Wife and failed. He tries to make up for this by protecting those who can not protect themsleves, but he still remains sad and old. He tries not to let this show to others but people can see it in the eyes, he is a weathered dragon and feels a lot of pain. ~ 1 PATROCINOR4 BIO4~ It's amazing how much can change in a short period of time, in a short period of time Patrocinor's lonely life was thrown backward. More and more people started showing concern for Patrocinors Mental health. Joan tried to cheer him up by taking him to Rone's place, but it didn't work, Patrocinor seemed eternally lonely. It's amazing how much can change in a short period of time, in a short period of time Patrocinor's lonely life was thrown backward. More and more people started showing concern for Patrocinors Mental health. Joan tried to cheer him up by taking him to Rone's place, but it didn't work, Patrocinor seemed eternally lonely. All this changed One day. Patrocinor was in the Starlight Chapel remembering all those he loved that he had lost, he remembered a lot of names, Marcus, Rose, Chi'Ka, little Brutus, but most of all His sweet Carus. He had set their for several hours when he became aware of soemone next to him. He had dozed off and the person had snuck in. He looked over and almost as if from a dream, his Carus had returned to him. She had been searching for him for 7 years, and had finally found him, with thanks to Joan De-Ark of the Imperial Remnants. He found out that she had barely managed to survive the bomb and had been lost under rubble. Unfortunately she had lost the unborn baby in the explosion. After several years of being in coma, folllowed by recovery and intensive care she was finally able to go seek out her lost husband. After many years they were reunited! ~ 1 PATROCINOR5 BIO5~ Patrocinor decided that since they were starting a new life together they should get remarried. A bounce was put back into Patrocinor's step. He regained a lost sense of purpose, he seemed happier. He also began to meet new people now that he wasn't a manic depressed dragon. He became friends with Sariss, and Alexia Corvis. He also met Ensign Cedric from the Imperial Remnants. He saw in Cedric something that he saw in himself. Cedric was alone and hurt, he didn't know where he came from. Patrocinor feeling the same when he was a Whepling.A bond formed betweem the two. Patrocinor grew closer to Cedric and considers him the son he never had, the son he lost on Scarlettica. Before Patrocinor knew it, his wedding day had arrived. All of the preparation was finished, and he was ready. Or he thought he was. His wedding ended up with almost circus like qualities. The best man, Cedric, was being detained by authorities, the priest had an emergency and couldn't make it, someone was robbed, he spent hours looking for a priest and found two who both wanted to do it and almost got in fight with each other for it, Pat forgot to get a ring for himself, and Carus grew ill. The reception was a bit better, when Patrocinor announced officially that he had adopted Cedric and that Cedric was now an official Dawnbreaker. But disastor soon struck Cedric. In what can only be called one of the Worst Cases of Medical Malpractice ever, Cedric's legs were replaced with Implants. Patrocinor has to deal with the anger his new son has, and along with the much needed help of Alexia and Sariss, help his son deal with his loss. ~ 1 PATROCINOR6 BIO6~ For his faithful service in the Imperial Remnants Patrocinor recived a promotion to Moff and was appointed as the Governer of Corellia. Promoted by Alexia, who replaced Jek Veroon as Supreme Commander of the Imperial Remnants, Patrocinor continued to serve his Organization with honour. However, Alexia soon Disappeared, and the Imperial Remnants lacked a leader. Patrocinor was offered the job, and though many had perished before in the Position, Patrocinor accepted it. Patrocinor worked hard in his new Position, always on the go, making visits to Planets, always with the intent on making the People happy. Patrocinor soon met Cinna Duma, a troubled kid, who was an Ace Pilot. The two became close, and Patrocinor adopted Cinna to the family as well. The Dawnbreakers it would Appear, were finally growing. He worked out a Peace Accord with the Hapan Consortium. He also helped re-arrange the internal structure of the Imperial Remnants. Soon, however, disastor would strike. A radical group Known as the Terran Confederation rose up and started attacking Imperial Planets and Civillians. The Imperial Remnants was easily able to defeat the radicals, but ran into a problem against the follow up attack by the Space Pirates known as the Red Wings. Led by a guy named Hiro, the Red Wings were devestating against the Imperial Remnants, and even managed to get Patrocinor Imprisoned for Most of the skirmish. ~ 1 PATROCINOR7 BIO7~ After the War was over, Patrocinor discovered disturbing news, it was Cinna who had had him imprisoned. However, Patrocinor wasn't the type to hold a grudge against loved ones, so he forgave Cinna, and moved on. He also met Rayleen Koran at this time, who would eventually become the First of the Imperial Remnants, and a Protector for those in it. His beloved wife Carus, grew progressively more Ill, and left Patrocinor to return home to Scarlettica to find a cure. Patrocinor responded by burying himself further into his work. The Galaxy entered a time of unsteady peace. Patrocinor spent the extra time he had trying to patch things up with his family, and trying to put himself at inner peace. The Hapan Consortium Crumbled, and was replaced by the Outer Territory Alliance, after a few skirmishes with the Imperial Remnants, they soon pacified themselves. The Red Wings however, oppurtunists as always, made a giant Push against the Imperial Remnants, but soon themselves collapsed completely. Patrocinor, along with Rayleen, re-organized the Imperial Remnants again. The Imperial Remnants began to prosper, it gained masive support from all the Planets, and enrolled record numbers of officers. Patrocinor also found himself with another gift, a grand-daughter. His son Cinna had adopted a Wonderful baby girl, Katrina's daughter, Kaitlin Slaven. Patrocinor had managed to find happiness again. ~ 1 PATROCINOR8 BIO8~ A third major Clan had arised in the Galaxy, the Algaroth Continuum. However the Imperial Remnants, and Patrocinor, prospered. That is, until one ordinary day, Patrocinor was in his personal transport, and landed down on the Zoltri Space Pad. He was stabbed to death by an Unknown Assailant, you had caught him un-armed and un-prepared. The galaxy mourned the loss, and Patrocinor, after his visitation and funeral, was laid to rest on Corellia. However, there are rumours, that on a still night, one can hear the tormented roars of the dragon Echo through the Wind. But those are only rumours... So the story would seem to end. However, remaining in style with the rest of the bio, this part of the bio will remain untouched. Even as the bio continues, in synch with the life of Patrocinor, the parts that are already written will stay unchanged, as a testament to how one's aspects and thoughts can change. For example, there is an obvious difference between Patro's thoughts and actions in Bio 1-3, and 4-8. And there will most likely be a difference in 9+. All I can hope, is that you enjoy reading this, and that it inspires you to inspire roleplaying here. Sincerely, The Man Behind Patrocinor Dawnbreaker ~ 1 PC NPC~ PC = player character NPC = non-player character ~ 105 PCRENAME~ syntax pcrename <oldname> <newname> This command permanently changes a players name and should be used sparingly. It does a check to ensure there is no other player by that name already in the files. ~ 101 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PEEK~ .&zSmuggling &G&WSkill: &YPeek &zSmuggling &G&WLevel: 20 &G&WSyntax: &YPeek &G&W(name) This skill shows you a character's inventory when you '&Ylook&G&W' at them. ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lose them. This policy prevents wholesale abuse of pets. ~ 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. examples: petname name dino (renames your pet to "dino") petname short a fierce, mottled mutt! petname long Dino, the stalwart companion of (your name) is here. The "desc" command works just like it does for setting your own description. Use the same command syntax for this option. See "help description" for more information on the "petname desc" option. A word about &Bc&Ro&Yl&Mo&Wr&w. Dont try to put colors in your pets name! *boggle* It wont work, trust me. However, colors work fine for any of the descriptions. [Coded by Dark Harvest gary@dharvest.com] [Updated for SWR/Unknown Regions By Gavin Mogan ur_gavin@hotmail.com] ~ 1 PHRASE~ Too often, we lose sight of life's simple pleasures. Remember, when someone annoys you it takes 42 muscles in your face to frown BUT, it only takes 4 muscles to extend your arm and bitch-slap the motherfucker upside the head... ~ 1 'PICK LOCK'~ .&zSmuggling &G&WSkill: &YPick Lock &zSmuggling &G&WLevel: 40 &G&WSyntax: &YPick &G&W(direction) This skill enables you to &Ypick &G&Wopen locked doors. ~ 0 PILOT~ ~ -1 PIRACY~ A filler class ~ 0 PLANETARY BOMBING~ .&BPiloting &G&WSkill: &YPlanetary Bombing &BPiloting &G&WLevel: 81 &G&WSyntax: &YBomb &G&W(planet) This skill enables pilots to &Ybomb &G&Wplanets to decrease the current government's support. This skill will also decrease the planet's population as you are killing its citizens and any players on the planet are liable to get hurt as well. ~ 1 PLANETS PLANET~ usage: planets This command shows you a list of all the planets in the game along with their value, the clan that currently controls them, wheather they're neutral or uninhabited, their population and popular support. ~ 0 'PLANT PASS'~ Syntax: cast 'plant pass' <victim> This power allows the caster to merge with nearby foliage, and flow though it to emerge near the victim. Obviously this power requires a good deal of natural foliage in both the caster's and the victim's location. ~ 1 PLAYER SHOPS~ . &CGuide to Player Shops&w &R-----------------------------------------------&w &R&WHere you can buy player shops Before hand you must go to an employment agency or somewhere and obtain a &Pdeed &R&Wand a &Pvender&R&W. After doing this, you may then enter a &Pempty shop&R&W and type &Pplacevendor&w &RCommands :&w &R&WPlacevendor &B- &C&cPlace a vendor in a empty shop, You must have enough gold to purchase the shop&w &R&WPricevendor&B - &C&cChanges the price of a item Syntax : Pricevendor (item) (credits)&w &R&WCollectgold&B - &C&cCollects the credits the shopkeeper has.&w &zYou may only have own one shop.. for now&w &BOnce you move into a shop, you can ask an immortal to change the description of a shop. He will do it for free the first time, After that the charge is 35000c&w ~ 0 POISON~ Syntax: feel poison <victim> This power reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 30 'POISON WEAPON'~ .&OBounty Hunter &G&WSkill: &YPoison Weapon &OBounty Hunter &G&WLevel: 30 &G&WSyntax: &YPoison Weapon &G&W(weapon) &YPoison Weapon &G&Wis a skill, unique to &OBounty Hunters&G&W, which enables them to coat the tip of their weapon with a deadly poison. In battle, this poison will cause ill effects on its victim. Be warned however, it has been told that poison has a strong lessening effect on the lifetime of weapons. To poison a wepon, you must have a weapon, poison, and a full canteen in your inventory. ~ 1 'POSSESS'~ Syntax: cast 'possess' <mob> This power enables you to switch into a mob for a short amount of time. ~ 1 POST GUARD~ Brings out a guard to be posted. ~ 1 'POST GUARD'~ &GDiplomacy Skill: Post Guard Diplomacy Level: 35 Syntax: Post Guard This skill allows someone to call for a guard to stick post at a certain spot guarding it from all members not within its clan. This skill should be used only on planets/areas you or your clan governs. ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|power|weapon> PRACTICE without an argument tells you your current ability level in all the skills and powers available to you. You can check this anywhere. PRACTICE with an argument practice that skill or power. Your learning percentage starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/power must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a guild master to practice. All characters may practice skills, powers, and weapons in the Academy. ~ 192 PRIESTS~ &C+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ &C| &GP&griests &GO&gf &GU&gnknown &GR&gegions&G: &C| &C+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ &GRules To Follow: &B1>&W No marriage can take place on the same day as the engagement &B2>&W No newbie or player that was newly created can be married(related to rule #1) &B3>&W People must RP. i.e., dates, engagement, set an actual date for wedding in the future. (UR is not Las Vegas) &B4>&W All weddings conducted by priests must be done rply, with the lines, and ceremony. What's said and what order is up to the priest or priestess. &GCurrent Priests:&B &BHead Priest>&W &BSecond Priest>&W &BRest>&W ~ 101 PROJECT~ Syntax: project -- same as project list project save project list [available] project code --- Lists approved projects with no coders project mine -- Lists all projects that you own or are the coder project more --- Lists projects as well as coder/log info project add <name> project <number> coder --- Assigns you as the coder of a project project <number> delete project <number> take project <number> log write project <number> log subject <subject> project <number> log post project <number> log list project <number> log <number> read project <number> log <number> delete project <number> description --- Buffer to describe the project project <number> show -- shows description of the project You can remove yourself as a coder or owner by repeating the command. Change status/post on other's projects, 60+, Code council, Vc heads. List logs/read logs from others projects, 54+ Add/ delete logs <Level 60+, Code council and VC heads)~ 0 PROMPT~ Syntax: prompt <string> Sets your prompt to a given string. The game automatically sets your prompt when your character is created. You can use PROMPT to change your prompt to something else. If you type 'default' as the string, your prompt will be set back to the game default. Otherwise you may use any string you want. A few special characters may be embedded into the string to customize it to your player, followed by a token indicating what action to take. The first special character is: % Tokens for % are: %h - current hitpoints %H - maximum hitpoints %m - current forcepoints %M - maximum forcepoints %v - current movement %V - maximum movement %g - gold held %a - your alignment %A - if invisible 'I', if hidden 'H', if sneaking 'S' %c - for player, if not fighting N/A, otherwise: "perfect health"/"slightly scratched"/"few bruises"/"some cuts"/"several wounds"/"nasty wounds"/"bleeding freely"/"covered in blood"/"leaking guts"/"almost dead"/"DYING" %C - same as above except for mobs %T - time if ( hour < 5 ) "night", if ( hour < 6 ) "dawn" else if ( hour < 19 ) "day", if (hour < 21 ) "dusk", otherwise "night" %r - vnum of current room (Immortal only) %R - vnum of current room (Immortal only, and only if config +vnum is set. Shows '<#vnum> ', including trailing space) %i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing space) %I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis is active) The other special characters are: && - Foreground color ^^ - Background color Example: Prompt %h%m%v Will give you a prompt of current hit points, force, and movement. Please see HELP COLORS for a list of the color tokens. ~ 1 PROPEGANDA~ .&pDiplomacy &G&WSkill: &YPropeganda &pDiplomacy &G&WLevel: 50 &G&WSyntax: &YPropeganda &G&W(mob) This allows a devious &pDiplomat &G&Wto use convincing &Ypropeganda &G&Wagainst the governmental rule a planet is currently under to convince citizens to support his or her organization instead. This will result in overthrowing the current government. Failure of &Ypropeganda &G&Wwill cause aggressive results. ~ 0 PROTECTION SANCTUARY~ Syntax: feel protection Syntax: feel sanctuary <character> The PROTECTION power reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY power reduces the damage taken by the character from any attack by one half. These powers may be used simultaneously for cumulative effect. ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ Syntax: pull <trigger> Syntax: push <trigger> Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a power, summon a monster... you name it! ~ 0 PUNCH~ &RCombat Skill: Punch &RCombat Level: 30 Syntax: Punch [while in battle] This skill allows you to give your opponent a good one right in the gut or somethin' :) ~ 101 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 101 QPSET~ This command is used for giving/taking Glory from players. The syntax is as follows: qpset <player> <give|take> <amount> Where one of give or take is used, and the amount is always a positive integer. ~ 0 QUAFF~ Syntax: quaff <potion> (to quaff potions) quaff <potion> <container> (quaff directly from container) QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids). See EAT, DRINK ~ -1 QUARREN~ Quarren is a species named for the aliens who are commonly called Squid Heads by the galaxies general populace. These amphibious beings share the world of Calamari with the Mon Calamari race, though the Quarren prefer the depths of the floating cities to the upper reaches the Mon Cals call home. The Quarren are more practical and conservative than their idealistic world-mates. Whereas the Mon Calamari have adopted the Basic as their language of choice, the Quarren have kept their oceanic tounge. The Quarren are sea dwellers, able to live out of the water, but preferring the security of the ocean depths, These pragmatic people are unwilling to trust new ideas. They do not dream of brighter tomorrows like the Mon Cals, but instead hold fast to the reality of yesterdays. While they profess that the two races should remain in the sea, they have followed the Mon Cals into their floating cities and out among the stars. They have become dependant on the Calamarians, and this dependancy has led to resentment and outright hatred. Rumors persist that it was a small number of Quarren who helped the Empire originally invade the planet. In the face of invading forces, Quarren cooperated with the Mon Calamari to repel the Imperials. But since that day, many Quarren have fled the planet to seek a life elsewhere in the galaxy. They seem to have purposely remained apart from both the Alliance and The Empire, preferring to find a place on the fringes of society. Quarren can often be found working with pirates, slavers, crime lords, smugglers, and other unsavory sorts. ~ 0 QUEST~ The following Commands will work with aquest: REQUEST: This will request a quest from the questmaster INFO: Will give you info on your current Quest TIME: Will tell you how long you have to complete your quest. POINTS: Will tell you how many quest points you have. COMPLETE: This will signal the questmaster that you are done your quest. LIST: This lists the Items available to buy with your quest points. BUY: This buys a item from the List. ~ 1 QUESTS~ &G&W@********************************************************************@ @ Gavin - I would like a new format for the time command, Please @ @ post a note on the quest board (Cheap Hotel - Coruscant ) @ @ Prizes will be offered, but at this time, have not been decided @ @ upon. The winner will get credit both in the code, and in a help @ @ file. Contact Gavin For Details. @ @********************************************************************@ @ Gavin - We are currently undecided upon the exact timeline. @ @ All that is certain, is that it is in an unknown region of space, @ @ where the original empire/republic has not reached yet. @ @ Please Post On Quest Board ( Coruscant ). The More Indepth The @ @ Better. Like always, Prizes will be awarded, but at this time, @ @ have not been decided upon. The winner will get credit both in the @ @ to be made &Rtimeline&W help file, and on the mudconnecter where we @ @ will post the timeline in the ad. Contact Gavin for details. @ &W@********************************************************************@ ~ 105 QUETS~ ~ 1 QUOTE~ Ktarn tells you 'Please tell whoever is booting my comp to stop PLEASE' Nikie tells you 'umm i was wondering but is there any "trick" to making a baby?' Kylie tells you 'can girls have sex with other girls?' Kylie tells you 'can you come here so i can give you a little kiss for being so nice?' (OOC) Caitlyn: DoE is an abomination of pathetic souls (OOC) Caitlyn: say something remarkable rone so I can put you up there, nvm I forgot who I'm talking to (OOC) Ezkath: its like those fat ladies...wait, it has nothing to do with them...... Kallor tells you 'your Christopher Valos?' You tell Kallor 'How do you know?!' Kallor tells you 'type who' Cradossk tells you 'wtf was that' Cradossk tells you '?' Cradossk tells you 'i was sleeping and a krayt dragon came after me' (OOC) Rei: What IS Cybernetic Sterilization? Cradossk tells you 'LOOKS LIKE ME MOON ANGEL AND FB GOTTA HACK THE FUCKIN MUD NOW... SAY BYE.. IT GON BE HACKED AFTER DBZ WORLD IS' (OOC) Gavin: i'm so good with the ladies, they phone me! ~ -1 QUOTES~ ~ 0 RACE RACES~ There are currently 19 races: Type "help [race]" for specific information on the specified race: 0. Human 1. Wookiee 2. Twi'lek 3. Rodian 4. Hutt 5. Mon Calamari 6. Noghri 7. Gamorrean 8. Jawa 9. Adarian 10. Ewok 11. Verpine 12. Defel 13. Trandoshan 14. Chadra-fan 15. Quarren 16. Duinuogwuin 17. Gotal 18. Devaronian 19. Ithorian ~ 101 RASSIGN MASSIGN OASSIGN~ Syntax: rassign <character> <begin vnum range> <end vnum range> These commands allow you to assign a range of vnums to an immortal for so that they may build inside that range. Use the 'checkvnums' command before assigning a range to ensure that there will be no vnum conflicts. You can also use the 'vnums' command for a complete list of currently allocated ranges, and the 'newzones' command for a complete list of prototype vnum ranges. Warning: *Never* assign any vnums to a character who has another vnum range assigned to them via 'aassign'. Simply be sure to have the character type 'aassign none' before assigning vnums to them. Example: massign Joseph 9000 9099 This will assign the vnum range from 9000 to 9099 for rooms to Joseph. It is best to keep an areas object, room and mob range the same. Be sure to always use 'checkvnums' to ensure the vnums you are going to assign are clear. See CHECKVNUMS, ZONES, NEWZONES, VNUMS ~ 101 RAT~ Syntax: rat vnum1 vnum2 command [parameters] Rat, or 'range at' is the at command with the added parameters of two room vnums. Assuming the vnums are valid, your 'at' command will be executed in every room in the range you give. Example: rat 100 110 redit flags 0 This will clear the room flags in all rooms from 100 to 110 inclusive. ~ 101 RDELETE MDELETE ODELETE~ Syntax: rdelete <vnum> Syntax: mdelete <vnum> Syntax: odelete <vnum> These commands will allow you to delete a vnum's entry online. They are not currently functional. ~ 101 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot <nosave> Syntax: shutdown <nosave> Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 51 may not log in. Players who lose their links, however, may reconnect. If nosave is specified for reboot or shutdown, it will not automatically save all of the players. ~ 101 REDIT~ Syntax: REDIT FIELD [parameter list] FIELD | PARAMETERS -- DESCRIPTION / NOTES --------------------------------------------------------------------- name | <room name> -- sets the room name / short description exit | <direction> [vnum] [exit-type] [key] [keywords] bexit | same as above, but does the exit in both directions desc | none -- you will be placed into the buffer editor exdesc | <direction> [text] -- sets/clears an exit's description ed | <keyword(s)> -- adds/edits an extra description to the room rmed | <keyword(s)> -- removes an extra description from the room sector | <value> -- sets the sector type flags | <flag> [flag] -- toggles room flags exflags| <direction> [flags] -- displays/toggles exit flags exname | <direction> [keywords] -- sets an exit's keywords exkey | <direction> <key vnum> -- sets an exit's key vnum/value Note: Put a '+' before the direction to force ADDing of that exit and use a '#' to specify the exit by sequential order. See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS. ~ 103 REDIT_FLAGS~ ~ 101 REDRAW~ Syntax: redraw This will redraw the whole screen, and update the menu that is being worked on if any. See REFRESH. ~ 1 REFRESH~ . &BForce level 6 Syntax: feel 'refresh' <target> This Force skill allows you to use the Force to refresh and rejuvinate yourself or another by restoring some movement points. ~ 1 REFUEL~ Syntax: refuel <amount/full> Used to refuel your ship before launch of the specified amount. To fill the tank to full capacity type "refuel full". Current Fuel Price: 2 units of fuel for 1 credit ~ 101 REGOTO~ Syntax: regoto Returns an immortal to the previous roomvnum from which that immortal used the 'goto' command. See GOTO ~ 0 REINFORCEMENTS ELITE_GUARD SPECIAL_FORCES~ .&pDiplomacy &G&WSkill: &YReinforcements &pDiplomacy &G&WLevel: 65 &G&WSyntax: &YReinforcements &pDiplomacy &G&WSkill: &YElite_guard &pDiplomacy &G&WLevel: 75 &G&WSyntax: &YElite_guard &pDiplomacy &G&WSkill: &YSpecial_forces &pDiplomacy &G&WLevel: 85 &G&WSyntax: &YSpecial_forces &G&WThese skills give you the ability to issue a request through your comlink for hired backup. ~ 1 REMODELING~ This is where you can change the layout or arrangement or order of your rooms. That basically covers it. You tell us where you want your rooms if you want to reorganize it. ~ 103 'REMOVE MASKING'~ &BForce Spell: Remove Masking Force Level: 8 Syntax: feel 'remove masking' <target> Remove Masking allows you remove the veil of invisibility from an object or other target. ~ 1 RENAMESHIP~ At the present time, renameship is used as follows: renameship "<<oldship name>>" "<<NewShip Name>>" We are currently decideing on how many Questpoints it will require, but at the moment is only costs : &R150 QuestPoints&w &CIf you dare rename your ship with the name Highwind in it, Ragnarok or Magitek Armor in it. Expect it to come back with the name Crapship 101. ~ 1 REPAIR~ Syntax: repair <object> repair all Repair allows you to repair equipment and swords at metal blacksmiths, and recharge staves and wands at magical 'blacksmiths.' Repair all attempts to repair every item in your inventory. There is a 10% surcharge for using "repair all". This surcharge is for the convenience of having all the equipment in your inventory repaired at once. ~ 101 REPAIRSET~ Syntax: repairset <mobile vnum> <field> <value> This command allows you to set the following fields for repair shops: ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | fix# | Types of items the keeper will fix | | | - armor, weapon, wand, staff | | profit | Profit on fixing items | | type | Repair shop type | | | type 1 = standard | | | type 2 = recharge | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of repair shop keeper | ----------------------------------------------- See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS ~ 101 REPAIRSHOPS~ Syntax: repairshops Displays statistics on all the repair shops. See MAKEREPAIR, REPAIRSET and REPAIRSTAT. ~ 101 REPAIRSTAT~ Syntax: repairstat <mobile vnum> Shows statistics on a mobile's repair shop. See MAKEREPAIR, REPAIRSET and REPAIRSHOPS. ~ 1 'REPORT' 'TIME' 'WEATHER'~ Syntax: report; Syntax: time; Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. You must be in an outside room to see the weather. ~ 101 RESET RESETS~ Syntax: reset list [start] [end] Syntax: reset delete [number] Syntax: reset add <command> <parameters> Syntax: reset insert <number> <command> <parameters> Syntax: reset edit <number> <command> <parameters> Syntax: reset area (will "reset" your area based on the defined resets) WARNING: The order that resets are in is VERY important. You cannot equip a mobile with an object before putting the mobile into a room first. Likewise, you cannot put an object into a container until the container is put into a room first. This command is used to display, edit, delete, add and insert resets for your area. See INSTAROOM, INSTAZONE and RESETCMDS ~ 101 RESETCMDS RESETCOMMANDS~ Syntax: reset edit <number> <commands> Syntax: reset insert <number> <commands> Syntax: reset add <commands> Commands: MOB <mobile vnum> <room vnum> [limit] loads a mobile into a room OBJ <object vnum> <room vnum> [limit] loads an object into a room GIVE <object vnum> [limit] gives object to last loaded mobile EQUIP <object vnum> <position> [limit] equips object on last loaded mobile PUT <object vnum> <object vnum> puts and object into another object DOOR <room vnum> <door dir> <state> resets a door to a certain state RAND <room vnum> <last door dir> randomizes a range of exits TRAP <vnum> <type> <charges> <flags> sets a trap HIDE <object vnum> hides an object For EQUIP position, see WEARLOCS. For DOOR door dir, see DOORDIRS. For TRAP setting see TRAPSETTING. See RESETS, INSTAROOM and INSTAZONE ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, force points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 101 RESTORE~ Syntax: restore <victim> Syntax: restore all Restore returns the victim to full hitpoints, force and movement. Restore all can be done once per day (real time) by any Saint and above, and will 'restore' every link-live player in the game. Restore alls such as this are limited to once every 6 hours, so if one Savior does one, another cannot do one until 6 hours has passed, regardless of whether or not they have not done one that day. A Greater God or higher can do a restore all whenever they wish, and are not constrained by the above limitations. Use 'restoretime' to see when the last restore all was done. See RESTORETIME ~ 101 RESTORETIME~ Syntax: restoretime Displays the last 'restore all' performed by you, as well as the last time a 'restore all' was done by anyone else. See RESTORE ~ 101 RESTRICT~ Syntax: restrict <command> <level> Syntax: restrict <command> show Used to restrict a command to a higher or lower level. You cannot rstrict a command you yourself cannot access. Changes to a command's level are not permanent unless they are saved using 'cedit save'. A command's level may also be changed using 'cedit'. Use 'restrict <command> show' to see the level a command is currently restricted to. See CEDIT ~ 101 RETIRE~ Syntax: retire <immortal> This command will 'retire' an active immortal and place them on the wizlist under 'retired immortals'. They will retain their level in number only; they will be trusted to Savior level, and will have access only to Savior-level commands. They will not be able to see logs of anyone higher than Savior, and their commands will be logged as if they were a Savior. A retired immortal can, however, manually be given a higher trust level. To bring an immortal out of retirement, simply 'retire immortal' again. ~ 101 RETRAN~ Syntax: retran <player> This command will return that player or mob to the room from which you last transferred it from. ~ 0 RIP~ Syntax: rip <on/off> The rip command will either enable or disable rip graphics. Rip graphics will only work provided you are using a rip compatible terminal program. ~ 101 RIS RESISTANT IMMUNE SUSCEPTIBLE~ Players and mobiles may have resistance, suceptibility or immunity to certain types of attack: FIRE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID POISON DRAIN SLEEP CHARM HOLD NONMAGIC PLUS1 PLUS2 PLUS3 PLUS4 PLUS5 PLUS6 MAGIC PARALYSIS ~ 101 RLIST~ Syntax: rlist : rlist <first room> : rlist <first room> <last room> This command will list all of the prototype rooms in your area, when used with no arguments. When used with a single argument it will list all rooms including and after the argument, and when used with two arguments, it will list all rooms including and between the two. ~ 101 RMENU~ Syntax: rmenu [menu letter] (defaults to 'a' if none given) Rmenu will bring you into a menu system of editing rooms. To use rmenu, you must be in the room that you are editing. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ -1 RODIAN RODIANS RODIA~ Rodians are among the Galaxy's best bounty hunters. The history of Rodia is peppered with wars and fueds, many of which are long and bloody. Trained to fight from birth, they are amazingly agile and intelligent. Though they almost never go into the scientific fields, their hand-to-hand combat tactics are some of the best in the Galaxy. For a long time before external contact was made, the Rodian people fought and killed their own people. When outside contact was established, they quickly spread far and wide, seeking work as mercenaries, combat teachers, assassins, body guards, and especially bounty hunters. Rodain culture is divided into different families. Even now, families sometimes wage long wars against each other, rather than moving against the outside war. ~ 103 ROOM ROOMFLAG ROOMFLAGS~ Toggling the ROOMFLAG option in config will allow you to see all the flags which are set ON in a room. It also causes the room number to be displayed to you. This command is very useful when building new areas, as it allows you to see what a room already has set. ~ 101 ROOMFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- DARK | 1 | Room is always dark DEATH | 2 | Room causes instant death NOMOB | 4 | Mobs cannot wander into this room INDOORS | 8 | Room is indoors - MUST also use sectortype 0 LAWFUL | 16 | Room is oriented to those of lawful alignment NEUTRAL | 32 | Room is oriented to those of neutral alignment CHAOTIC | 64 | Room is oriented to those of chaotic alignment NOMAGIC | 128 | Magic cannot be used in this room TUNNEL | 256 | Room is a tunnel - x number of players allowed (use 'redit tunnel #' to set the number) PRIVATE | 512 | Room is private (restricted to 2 people) SAFE | 1024 | Room is safe... no violence allowed SOLITARY | 2048 | Room is solitary (restricted to 1 person) PETSHOP | 4096 | Petshop (next vnum must be the storeroom) NORECALL | 8192 | Players cannot recall out of this room DONATION | 16384 | Donation room... cannot get all NODROPALL | 32768 | Cannot drop all in this room SILENCE | 65536 | Not a sound can be made or heard in this room LOGSPEECH | 131072 | All speech in this room is logged NODROP | 262144 | Nothing can be dropped in this room CLANSTOREROOM | 524288 | Clan storage room NOSUMMON | 1048576 | Player cannot be summoned out of this room NOASTRAL | 2097152 | People cannot astral to this room TELEPORT | 4194304 | People in this room will be teleported out TELESHOWDESC | 8388608 | Players will see the room desc of the dest room NOFLOOR | 16777216 | Room has no floor: exit down + no fly = fall PROTOTYPE | 1073741824 | Room is a prototype, (under construction) ~ 101 ROOMTRIGGERS RPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} <keyword / phrase> [emotes, socials, actions, bamfs] Speech {p} <keyword / phrase> [says or tells from same room as mob] Rand <percentage> [randomly triggered based on percentile] Fight <percentage> [random, within a fight, based on percentile] Hitprcnt <percentage> [percent is % of mob's max H.P.] Greet <percentage> [entry that mob can see, by mob/player] Allgreet <percentage> [entry by a mob/player, regardless if seen] Entry <percentage> [when the mob itself enters a room] Bribe <amount of gold> [when a player gives the mob money] Death <percentage> [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time <hour> [script prog, runs once on hour specified] Hour <hour> [loops as Script for an hour from start hour] *NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ 101 RPEDIT~ Syntax: rpedit <command> [number] [program] [arguments] Syntax: rpedit add <program> <arguments> Syntax: rpedit insert <number> <program> <arguments> Syntax: rpedit edit <number> [program] [arguments] Syntax: rpedit delete <number> Syntax: rpedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. To edit a roomprogram, you must be in the room See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 101 RPSTAT~ Syntax: rpstat Rpstat will display all of the roomprograms that have been written for a room. You must be standing in the room that you are rpstatting (though you can also use 'rpstat' in conjunction with the 'at' command to rpstat a room remotely). See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 101 RRESET~ Syntax: rreset <list|edit|delete|add|insert|place> Syntax: rreset remove <#> Syntax: rreset mobile <mob#> [limit] Syntax: rreset object <obj#> [limit [room]] Syntax: rreset object <obj#> give <mob name> [limit] Syntax: rreset object <obj#> equip <mob name> <location> [limit] Syntax: rreset object <obj#> put <to_obj name> [limit] Syntax: rreset hide <obj name> Syntax: rreset trap <obj name> <type> <charges> <flags> Syntax: rreset trap room <type> <charges> <flags> Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags> Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags> Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags> Syntax: rreset bit <set|toggle|remove> room <room flags> Syntax: rreset random <last dir> ~ 1 RULES~ &RMortal Rules&W ------------------ 1> Keep all swearing to a minimum. Swearing on the OOC channel is &RNOT&W needed, and there is a IC social for in-game swearing. 2> Do not make any discriminatory comments to or about another person on OOC, this includes any racial or gender remarks. 3> No Triggers are allowed &RPERIOD&W. Do not set any triggers what so ever. 4> Do &RNOT&W hijack or move any IMM ship or ship known to be operated by an IMM. (This includes the HIGHWIND). 5> You MUST have an IC reason to kill someone. Insanity or "I just wanted to" will not work. If we decide against you, it may result in the reimbursement of your victim and your punishment. 6> Do &RNOT&W blow up a ship to own it. If you are caught, you will be punished. 7> You may &RNOT&W go linkdead or log out to avoid a PK or imprisonment of any type. 8> You will respect the characters player whether you like them IC or not. 9> Taking advantage of a bug or IMM error is illegal and will be punished. 10> You will &RNOT&W openly accuse someone of cheating, this means on ANY channel. If you think someone has cheated, you will take it to an IMM privately. 11> Do &RNOT&W attack an UNMANNED capital ship. 12> Do not abuse any channel, this includes the auction channel. 13> Each character is required to have a Biography and Description regardless if you want one or not. 14> If you are a member of IR or HC, you may only purchase your clans shiptype. If you leave either group you may &RNOT&W own that ship, you must resell it. 15> You may &RNOT&W create items with names that already exist in the game. Examples are making a contianer called Hypo Blaster or Shooting Star and selling it. 16> Harassment of any sort against anyone will not be tolerated. 17> Do &RNOT&W ask for equipment or transfers to other areas. 18> Do &RNOT&W ask for a restore or heal from an IMM. If you do you may get the exact opposite of your request. 19> You WILL respect ALL of the Immortals. Whether you like them or not you will not swear or disrespect them in any manner. This will result in a severe punishment. 20> If at creation you are asked by an Immortal to change your name, you WILL change your name. The Immortals have the final say in if your name is appropriate for RP. &RSee HELP RULES2 for the second page of rules and their punishments&W ~ 1 RULES-OLD~ &G&WRules &R----- &G&W1) No Swearing on ooc channels, and keep the swearing on ic channels to a minium 2) No discrimatory ooc comments 3) use the channels properly, on ic channels(yell, shout, chat, etc) do not use the term level(skill levels), "on"(as in online), or what to type to do a skill. 4) No moving the highwind 6) No OOC kills, you must have an ic reason for killing a person 7) If interested in building, please check out help building 8) NO BOTS( THAT MEANS TRIGGERS OF ANY SORT). Failure to comply with be slayed(without warning) 9) Have Fun 10) Anyone caught picking the lock of, inside of, or hijacking an immortal ship will be slain - You've been warned. 11)No blowing up ships to own them. If you're caught doing so, expect severe punishment. 12) You may not suicide if you have had someone in ANYWAY check your character for force and they don't. If they don't your out of luck &R-Suggested by Gardnel-&G&W 13) I (Gavin) will give incentives to Rplayers, weither it be transes, certain types of eq(not making a char stronger than anther), etc &P14&R) &G&WFrom now on, No family can have more then 1 child 15) I really didn't want it to come to this, but there is now an official ship rule - MAX 5 ships (any type) per player, 20 per clan - This is more then fair. &G&W1st time, warning &G&W2nd time, freeze/silence &G&W3rd time, slay and clone removed &G&W4th and final time, perm banned from this mud &BYour Coder And Head Imm, &RGavin &CNew, See Rules2&w ~ 1 RULES2~ &RContinued from HELP RULES&W --------------- 21> If an Immortal tells you not to do something, even if you have already cleared it with another immortal. Hold off and speak with both. 22> Individual players may own 3 ships MAX. Only two of these may be Midships. If you have more then 2 midships, a player may kill you to take your third. 23> Do not lie about your OOC life, meaning gender or the likes, to your in-game spouse. If you do and it causes problems of any sort you will be dealt 24> Multiplaying is illegal, the definition of Multiplaying is having control of more then one character period(Unless you have charmed or seduced them, but we can tell). It does not matter if one is Link Dead or not. 25> You must find another player besides you or your spouse to RP your child. There will be no more 9 characters a person just because you have that many kids. --------------- Depending on the rule you broke and the frequency with your warnings, punishments may include the following: &Y- 1rst Offense&W, Warning or more severe punishment depending on the offense. &B- 2nd Offense&G&W, Freeze or Silence by an Immortal for the duration they feel appropriate. &G- 3rd Offense&W, This will result in a slay AND the removal of your clone. &R- 4th Offense&W, The final offense, You will be permanently banned from Unknown Regions. --------------- These rules are &RNOT &Wnegotiable. You will follow them as they are written or you will be dealt with accordingly. ~ 1 SACRIFICE~ Syntax: sacrifice <object> Sacrifice offers an object to the gods. The gods may reward you for the sacrifice, and the nature of the reward depends upon the type of object. Hint: the gods like corpses. ~ 1 SATIN~ &YS&RA>&cI&WN &RWhat am i up to: &p &b-Building AF'EL &y-Sitting Around &R-Tormenting Mortals &W-Helping out &c-Answering questions &g-Any thing else Just ask! &RThat pretty much explains it If you need to know anything or have any questions/problems just get my attention somehow. &YThats it &B!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!! ~ 192 SAVE~ ~ 101 SAVEAREA LOADAREA~ Syntax: savearea loadarea Savearea and loadarea will save or load your prototype area. A God or higher may load or save any other prototype area by simply specifying the area name. Example: savearea/loadarea Joseph.are See also BESTOWAREA, AASSIGN ~ 101 SAVINGTHROWS~ Saving throws: sav1 - Saving vs. poison or death sav2 - Saving vs. wands sav3 - Saving vs. paralysis or petrification sav4 - Saving vs. breath sav5 - Saving vs. powers or staves See MSET or type MSET by itself. ~ 1 'SCAN'~ .&rCombat &WSkill: &YScan &rCombat &WLevel: 1 &WSyntax: &YScan &W(direction) This skill enables &rcombatants &Wto &Yscan &Wfor one or more rooms in the &Wdirection specified. &YScan &Wis dependent on the percentage to which the skill is practiced, and the type of area you are in. ~ 1 SCORE~ Syntax: score SCORE is a sheet filled with your characters statistics. When you type score, only you can see what is listed there. Should you want to let others see your characters health, you can type REPORT. ~ 1 SEARCH~ .&zSmuggling &G&WSkill: &YSearch &zSmuggling &G&WLevel: 3 &G&WSyntax: &YSearch &G&W(direction/container/or just search) This skill lets you feel around and use effective means of finding something. The higher your proficiency, the more effective you'll be. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~ .&rCombat &G&WSkill: &YSecond Attack &rCombat &G&WLevel: 45 This skill lets you attack more than once during a combat round. Use of this skill is automatic once you have practiced it. ~ 101 SECTORTYPES~ INSIDE 0 CITY 1 FIELD 2 FOREST 3 HILLS 4 MOUNTAIN 5 WATER_SWIM 6 WATER_NOSWIM 7 UNDERWATER 8 AIR 9 DESERT 10 UNKNOWN 11 OCEANFLOOR 12 UNDERGROUND 13 ~ 101 SEDIT~ View, create, edit or delete socials online. Sytanx: sedit <social> Syntax: sedit <social> [field] Syntax: sedit <social> create Syntax: sedit <social> delete Syntax: sedit <save> Field being one of: cnoarg onoarg cfound ofound vfound cauto oauto Use sedit <social> to view the current settings of an existing social. Use sedit <social> [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Use sedit <social> create to create a new social, then edit with sedit field. Use sedit <social> delete to delete an existing social. Use sedit save to save the new social or changes to existing socials. ~ 1 SEDUCE~ .&pDiplomacy &G&WSkill: &YSeduce &pDiplomacy &G&WLevel: 65 &G&WSyntax: &YSeduce (mob) &G&WThis skill is used to charm mobs into following you. It is the same as the &Gpirate&G&W's skill of &Ydominate&G&W. ~ 1 SELLHOME~ &G&WSyntax&R &R------&R &G&WSellhome &G&WExtra Info&R &R----------&R &WThis command is used to sell your house. ~ 101 SETBOOT~ Syntax: setboot time <hour> <minute> setboot manual <0|1> The setboot command is useful for planning a reboot, (to save you from the trouble of all those echos :) ) and for the daily boot. The manual bit is used by the mud to determine whether the boot time was set by hand. When the mud starts up, the boot time is set to 0600hrs (6am) and the manual bit to 0. If 'setboot time' is used, the mud sets the manual bit to 1. When it comes time to do the reboot, the mud checks how long it has been running. If it has been running less than 18 hours and the reboot time has not been set manually, the reboot does not take place (nor do the automatic warning echoes). Echoes: when a scheduled reboot is coming up, the mud will send out echoes to that effect. The echoes start 30 minutes before the reboot and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). ~ 101 SETCLAN~ This command is used to define clan, Order and guild files. The filename field must be defined before other fields can be entered. Syntax: setclan <clan> <field> <deity|leader|number1|number2> <player> Field being one of: filename- filename of the clan, guild or Order type - 13 is an Order (peaceful clan) - 14 is a Guild - 0 is a deadly clan class - class # accepted by the clan (for use with Guilds, leave 0 if none) name - name of the clan motto - motto of the clan desc - description of the clan favour - favour bestowed by the gods (not currently supported) strikes - displeasure of the gods toward the clan (not currently supported) deity - name of the clan's Deity leader - name of the clan's Leader number1 - name of the clan's Number One number2 - name of the clan's Number Two members - manually set the number of members board - roomvnum of the clan's board recall - roomvnum to which members of the clan recall storage - roomvnum of the storage room of the clan (so that items in the room will save over reboot/crash; use the clanstoreroom roomflag in this room as well) align - alignment to which members must adhere (commented out in code) obj1, obj2, obj3 - vnums of the objects which the Leader can 'make' guard1, guard2 - mobvnums of the clan's primary guardians See SHOWCLAN, MAKECLAN ~ 0 SETCODE SENDCODE~ .&G&WSyntax: setcode (#) Syntax: sendcode (ship) (code) &YSETCODE&W, a command that allows a ship's owner to set a security code for his or her ship. The code is what's required for another ship to dock with yours. &YSENDCODE&W, a command that sends your code to another ship. See also: help &YOBTAINCODE ~ 101 SETCOUNCIL~ Syntax: setcouncil <council> <field> <deity|leader|number1|number2> <player> Field being one of: name - name of the council filename - filename in which to store the council data desc - description of the council head - leader of the council members - manually set the number of members board - roomvnum of the council's board meeting - roomvnum in which the council meets powers - commands all members will receive regardless of their level (similiar to council-wide bestowments) Used to define a council after it has been created with 'makecouncil'. The filename must be specified before other fields can be set. See SHOWCOUNCIL, MAKECOUNCIL ~ 100 SETSHIP~ Setship - This allows you to modify current existing ships type setship for itself for a explanation on how to use it. ~ 103 SETSLAY~ Syntax: setslay <type> <field> <value> This command allows you to set the options on a slay type. <Type> is the command argument for the SLAY command, and identifies which slay you will be editing. Field can be one of the following: Owner - The person who owns this option. Setting owner to 'any' means any immortal with access to SLAY can use it. Color - Numerical value for the color of the messages sent. For now, use color 12 until a better method for setting colors can be found. Cmessage - You will be put into the line editor to enter the message the user of the SLAY command will see. Vmessage - You will be put into the line editor to enter the message the victim will see when slain. Rmessage - You will be put into the line editor to enter the message the rest of the people in the room will see when someone is slain. The slay editor uses the same variables as the social editor and the mudprograms. See VARIABLES. See also: SHOWSLAY, MAKESLAY, DESTROYSLAY, SLAY ~ 103 SETSTARSYSTEM ~ This command allows you to set a starsystem you have already made. You can add planets, Suns, and other various things. Syntax - setstarsystem (system) (field) (value) Fields are Name - Sets the name of the starsystem filename - sets the filename of the starsystem xpos - sets the x coordinate of the system/sector, Determines how far away it is. ypos - sets the y coordinate of the system/sector. Star1 - Name of the first sun star2 - Name of the second sun s1x, s1y, s1z - the x, y ,z coordinates for the first star s2x, s2y, s2z - the x, y, z coordinates for the second star planet1 - name of the first planet planet2 name of the second planet planet3 name of the third planet p1x, p1y, p1z - the coordinates for the first planet p2x, p2y, p2z - the coordinates for the second planet p3x, p3y, p3z - the coordinates for the second planet doc1a - first docking bay for the first planet doc1b - second docking bay for the first planet doc1c - third docking bay for the first planet doc2a - first docking bay for the second planet doc2b - first docking bay for the second planet doc2c - first docking bay for the second planet doc3a - first docking bay for the third planet doc3b - second docking bay for the third planet doc3c - Third docking bay for the third planet ~ 1 SETSYSTEMCODE~ setsystemcode sets a code for a system which is used with setcode (for ships) This allows clans to define a code which ships can use, when using the same code as a system no FCZ will apply and defense ships will not attack regardless of current alertstatus. ~ 1 SEX~ If you need help with Sex, you shouldn't be looking into a help file :P Remember Practice Makes Perfect! ~ 0 SHIELD~ Syntax: feel shield These powers protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. ~ 1 SHIP DOCKING~ .&BPiloting &G&WSkill: &YShip Docking &BPiloting &G&WLevel: 40 &G&WSyntax: &YDock&G&W/&YUndock &G&W(ship) This skill allows you to in-flight dock with a ship allowing you to freely board in and out of the ship. The person you are docking with must be at a speed of 30 or lower. Before you can &Ydock &G&Wwith another ship, you must first &Yobtain &G&Wits code and &Ysend &G&Wit to the other ship. ~ 0 SHIP MAINTENANCE~ .&CEngineering &G&WSkill: &YShip Maintenance &CEngineering &G&WLevel: 25 &G&WSyntax: &YRepairship &G&W(shiplocation) &G&WThis skill allows you the ability to repair your ship within the engine room when part of it has been damaged. The more proficient you are at this skill, the better and faster you will repair your ship. This skill is automatic once practiced. ~ 105 SHIP RENAMEING~ renameship <Ship name> <New Name> This command lets you change ships names it cost 150 quest points to use please do not abuse this ~ 105 SHIP RENAMING~ renameship <Ship name> <New Name> This command lets you change ships names it cost 150 quest points to use please do not abuse this ~ 104 SHIPMODS ~ Read help modules for help on installing them no more then 10 lasers on midships no more then 8 lasers on a fighter. Ignorance is not an excuse. No more than 12k Fuel per midship. 14 Max Modules are now in place. Shield Maxes are changing, so dont complain, thanks! :P ~ 0 SHIPPROPS~ SHIP PROPS - NEW Targeting Computer - Functions: *Say Targeting to initiate the computer. * Push the targeting computer to lock on a target * Pull the targeting computer to unlock [The push and pull are just for fun :) it doesnt actually target] NEW Pilots Seat! Functions : Well now they are flagged furniture, you can sit IN, stand ON, sleep IN, and rest IN them.. When you sit in them they do a neat reaction..try it out! NEW Navigation Computer - Functions : * Type Push Navigation to start up the computer * Type pull navigation to shutdown the computer * Auto-Hyper Jumps when you calculate. Look into the MOTD on information on recieving these experience/flight enhancing items in your ship!! FREE. ~ 0 'SHOCKSHIELD'~ Syntax: feel 'shockshield' This power will surround you with a shield of electric energy that will return your enemies attacks with bolts of lightning! ~ 101 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES ~ 101 SHOPSET~ Syntax: shopset <mobile vnum> <field> <value> ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | buy# | Types of items the keeper will buy | | buy | Profit on buying items | | sell | Profit on selling items | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of shop keeper | ----------------------------------------------- Lets you set certain stats on a shop. see MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES ~ 101 SHOPSTAT~ Syntax: shopstat <mobile vnum> Shows statistics on a mobile's shop. See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES ~ 101 SHOPVALUES~ Syntax: shopset <mobile vnum> buy# <value> 1 - light 21 - pen 41 - rune 2 - scroll 22 - boat 42 - runepouch 3 - wand 23 - corpse 43 - match 4 - staff 24 - corpse_pc 44 - trap 5 - weapon 25 - fountain 45 - map 6 - _fireweapon 26 - pill 46 - portal 7 - _missile 27 - blood 47 - paper 8 - treasure 28 - bloodstain 48 - tinder 9 - armor 29 - scraps 49 - lockpick 10 - potion 30 - pipe 50 - spike 11 - _worn 31 - herbcon 51 - disease 12 - furniture 32 - herb 52 - oil 13 - trash 33 - incense 53 - fuel 14 - _oldtrap 34 - fire 54 - shortbow 15 - container 35 - book 55 - longbow 16 - _note 36 - switch 56 - crossbow 17 - drinkcon 37 - lever 57 - projectile 18 - key 38 - pullchain 58 - quiver 19 - food 39 - button 59 - shovel 20 - money 40 - dial 60 - salve 61 - rawspice 62 - lens 63 - crystal 64 - duraplast 64 - battery 65 - toolkit 66 - durasteel 67 - oven 68 - mirror 69 - circuit 70 - superconductor 71 - comlink 72 - medpac 73 - fabric 74 - rare metal 75 - magnet 76 - thread 77 - spice 78 - smut 79 - device THE LAST OF THESE ARE WRONG ... ADD 1 to FIX (I THINK ... YOU HAVE TO PLAY WITH IT)) ~ 0 SHOVE DRAG~ Syntax: drag <character> <direction> Syntax: shove <character> <direction> Drag will drag the victim in the specified direction if they are not standing up, while shove will shove them in the specified direction only if they are standing. Characters who have been in a safe room for longer than 30 seconds will be unable to be shoved or dragged out of that room until they either leave of their own choice or they shove/drag another player. ~ 101 SHOWCLAN~ Syntax: showclan <clan/order/guild name> Example: showclan guild of mages, showclan Retribution Used to display statistics for any clan organization, which includes clans, Orders and guilds. See SETCLAN, MAKECLAN and CLANS ~ 1 SHOWCOUNCIL~ Syntax: showcouncil <council name> Displays the statistics of the specified council. See SETCOUNCIL, MAKECOUNCIL, COUNCILS ~ 101 SHOWGUILD~ Syntax: showguild 'guild of <guild name>' Displays the statistics on a guild. ~ 103 SHOWSLAY~ Syntax: showslay <type> This command shows the current settings for the selected slaytype. The slaytype is the command argument for the SLAY command. The owner is the person who can use the option, owner 'any' means any immortal with access to slay can use it. The color is the numerical value for the color of the messages. Cmessage is what the user sees when they slay someone. Vmessage is what the victim sees when slain. Rmessage is what everyone else in the rooms sees. The slay editor uses the same variables as the social editor and the mudprograms. See VARIABLES. An example listing: Slaytype: demon Owner: Any Color: 12 Cmessage: You gesture, and a slavering demon appears. With a horrible grin, the foul creature turns on $N, who screams in panic before being eaten alive! Vmessage: $n gestures, and a slavering demon appears. The foul creature turns on you with a horrible grin. You scream in panic before being eaten alive! Rmessage: $n gestures, and a slavering demon appears. With a horrible grin, the foul creature turns on $N, who screams in panic before being eaten alive! See also: MAKESLAY, DESTROYSLAY, SETSLAY, SLAY ~ 0 SIT~ Syntax: sit Sit makes your character sit down. ~ 1 SITH~ . The Force is very rare in the Star Wars Univers, so to keep in reality, we have set it up so only 1 in around 50 characters acctually has the Force. If you are Force capable , you will find out by training the meditate skill at luck and after much practice you may become tunned to the Force. &R NOTE: Force is for 1 in 50 characters for a reason bugging IMM's to give you the force is not advised. Creating characters until you get the force is also frownd upon by everyone. &g See Also Help FRC. ~ 100 SIZE EQ_SIZE~ There are now four sizes of EQ: small_size, human_size, large_size and hutt_size. Please set one of these flags for all eq .. you'll have to do it online. Heres the race breakdown for who can use what: small_size: jawa, noghri, ewok human_size: Human, Rodian, Twi'lek, Adarian large_size: Wookiee, Mon Calamarian, Gamorrean hutt_size: Hutt See also help Oset and help Layers. ~ 1 SKILLS~ Type 'practice' to get a list of skills currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all skills available at each level to your class. ~ 103 SLAY SLA~ Syntax: slay <victim> [option] SLAY kills a character in cold blood, no saving throw. To see the current list of options, type slay with no argument. Slay bypasses auto actions such as autoloot and autosac. Slay should not be used to test death_programs on mobs, as it is not the same as an actual death to the mobile and may not return accurate results. Slay types can now be edited online for easier configuration of personalized options. See also: MAKESLAY, DESTROYSLAY, SETSLAY, SHOWSLAY ~ 0 SLEEP~ Syntax: feel sleep <victim> This power puts its victim to sleep. ~ 0 SLINK~ This power makes you more dexterous for its duration. ~ 0 SLIST~ Syntax: SLIST Syntax: SLIST <lo> <hi> SLIST without an argument gives you a compleat list of the powers and skills available to your class, also indicating the maximum level to which you can practice it. SLIST lo hi gives you a list of powers and skills available to your class from levels lo to hi. Example: <554hp 156m 700mv> <#2> slist 2 2 SPELL && SKILL LIST ------------------ Level 2 skill : mount Current: 75 Max: 85 ~ 101 SLOOKUP~ Syntax: slookup <skill-or-power> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or power. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and power names. SLOOKUP ALL shows this information for all skills and powers. ~ 1 SLOTS 'SLOT MACHINE'~ Syntax: game slots slot name <slot name> is the name of the slot machine in your current room that you wish to play. Each slot machine costs a certain amount of gold to play. Slot machines can be 3 bar or 5 bar slot machines. Each bar has 10 different items on it. If all bars match then you win the jackpot. If partial winning is on, you can still win some gold by matching just some of the bars. If freeze jackpot is on, then no matter how much you play, the jackpot never increases or decreases unless the jackpot is won. To see how a slot machine is set up, type 'examine jackpot name' ~ 0 SMALLTALK~ .&pDiplomacy &G&WSkill: &YSmalltalk &pDiplomacy &G&WLevel: 25 &G&WSyntax: &YSmalltalk &G&W(mob) This skill allows a character to use cheap-persuasion to lower the population support of a planet ungoverned by the player's clan. If used on a mob that is on a planet governed by the player's clan, &Ysmalltalking &G&Wwill raise the population support slightly. ~ -1 SMAUG THORIC~ . [S]imulated [M]edieval multi-[U]ser [A]dventure game SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has taken on several assistants in expanding and improving the code. Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog ~ 101 SMAUGSPELLS~ SMAUG has a specially coded power type "power_smaug", which is a generic power handler that uses the extra power fields to determine what the power is going to achieve. damtype the class of damage done (see DAMTYPES) acttype the action of the power (see ACTTYPES) classtype the class of power (see CLASSTYPES) powertype the power ranking of the power (see POWERTYPES) flag special extra flags this power has (see SPELLFLAGS) hit Message displayed when power is successful miss Message displayed when power misses or fails die Message sent if power causes death imm Message sent if victim is immune (Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom) dice a dice formula used for rolling things like damage (see DICEFORMULAS) saves saving throw victim gets (see SPELLSAVES) bitvector see AFFECTED_BY, the bitvector applied by the power, if any affects see AFFECTTYPES, the effect the power has, if any value an extra field reserved for things like the vnum used in powers that create objects, or summon monsters to the caster's aid. ~ 1 SMOTD~ &C(&zSquall&C)&R&W We need a Chancellor for the senate, elections will be up for it soon. ~ 1 SMUGGLING SMUGGLER SMUGGLE~ . Smuggling is a shady side of the universe, basically it is getting illegal items from one place to another without getting caught. Most good smugglers move on to eventually become crimelords. ~ 1 SNIPE~ .&rCombat &WSkill: &YSnipe &rCombat &WLevel: 2 &WSyntax: &YSnipe &W(direction) (target) This skill allows &rcombatants &Wto engage enemies at a long range. ~ 101 SOBER~ Syntax: sober <victim> Removes a character's inebriation and all affects of alcohol. ~ 1 SOLDIER SOLDIERS~ ~ 1 SPACE SHIP SHIPS PILOTING FLIGHT SPACECRAFT~ The following commands are used to control spacecraft in Star Wars Reality: SHIPS Shows list of ships that are for sale or rent. BOARD <shipname> Enters a ship. LEAVESHIP Leaves a ship. LAUNCH Launches a ship .. make sure you wait till finished before doing anything else. LAND <location> Lands at specified dock. SPEED <newspeed> Accelerates to specified speed. COURSE <x y z> Stears ship towards vector x y z. STATUS Shows ships status. INFO <ship> Gives info on a ship. RADAR Scans the surrounding system. HYPERSPACE Preforms hyperspce jump to system set with calculate. CALCULATE <system> Calculates hyperspace jump to system. BUYSHIP Used to purchas a ship. SELLSHIP Sells the ship to the local shipyard. SHIELDS [ON|OFF|IDLE] Turns shields on or off (idle leaves shields on but they do not recharge and eventually drain away). RECHARGE Recharges shields faster. OPENHATCH <ship> Opens ships hatch. CLOSEHATCH <ship> Closes ships hatch. TARGET <ship> Aims weapons or turret at specified target. FIRE [missile|rocket|torpedo] Fires lasers or specified missile. REPAIRSHIP [shipsystem] Preforms repairs to ships hull or specified system. ADDPILOT <name> Allows a character to pilot your ship. REMPILOT <name> Removes a character from your ships pilot list. AUTOTRACK Automaticly adjusts you course to follow your target. CLANBUYSHIP Buys a ship for your organization. RENAMESHIP <old> <new> Renames A ship OPENBAY Opens hanger doors of a ship with a docking bay ~ 0 SPEAK~ Syntax: speak Syntax: speak <language> Syntax: speak all (immortals only) The speak command changes the current language in which you are speaking. To speak your native tongue, type 'speak' alone. To speak a specific language (such as common, for example), type "speak common". Immortals have the unique ability to speak so that everyone can understand, by typing "speak all". ~ 101 SPEC SPEC_PROC SPECIAL~ .>he syntax for a spec prog is: mset <mob vnum> spec spec_<program desired> mset <mob vnum> spec_2 spec_<program desired> Here is a list of the spec programs: spec_jedi, spec_dark_jedi spec_fido, spec_janitor, spec_poison, spec_thief, spec_auth &G&W*DO NOT USE* it's for one mob only in the academy&G, spec_stormtrooper, spec_new_republic_trooper, spec_guardian, spec_customs_smut, spec_customs alcohol, spec_customs_weapons, spec_customs_spice spec_police attack, spec_police_fine, spec_police_jail, spec_police spec_clan_order &G&WFor Ordering Ships/Shields/etc&G, spec_clan_patrol spec_clan_guard &G&W*DO NOT SET*&G, spec_droid, spec droid_lang &G&W*DO NOT SET EITHER ONE*&G, spec_newbie_pilot, spec_questmaster, spec_finer, spec_gambler, spec_tax, spec_player_patrol ~ 105 SPECS~ ~ 101 SPELLCOMPONENTS~ T### check for item of type ### V##### check for item of vnum ##### Kword check for item with keyword 'word' G##### check if player has ##### amount of gold H#### check if player has #### amount of hitpoints Special operators: + don't consume this component @ decrease component's value[0], and extract if it reaches 0 # decrease component's value[1], and extract if it reaches 0 $ decrease component's value[2], and extract if it reaches 0 % decrease component's value[3], and extract if it reaches 0 ^^ decrease component's value[4], and extract if it reaches 0 && decrease component's value[5], and extract if it reaches 0 and ! will make the power fail if the caster is carrying that component. Example: V1100 V+1101 The power will only succeed if the caster is carrying objects of vnums 1100 and 1101. The object of vnum 1100 will get consumed by the power, and the object of vnum 1101 will not. With the decremental operators (@#$%^^&&), the object must have at least a value of 1 in the respective location for the power to succeed. ~ 101 SPELLFLAGS~ water water based (create water, ice powers) earth interracts with nature (earthquake) air involve the air or winds astral involve the astral plane (astral walk) area an "area power"... affects everyone in the room distant affects something far away reverse has a reverse affect save_half_dam victim can save for half damage save_negates victim can save for no effect accumulative can be cast repeatedly to have an increased effect recastable can be cast again to refresh the power nobrew cannot be brewed into a potion noscribe cannot be scribed onto a scroll group affects everyone in the caster's group (same room only) object specifically affects an object (for target 'ignore') character specifically affect a character (for target 'ignore') ~ 101 SPELLS~ Type 'practice' to get a list of powers currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all powers available at each level to your class. ~ 101 SPELLSAVES~ Here are the saving throws you can set for use in SMAUG powers: none victim doesn't get a saving throw poison_death save vs. poison or death wands save vs. wands para_petri save vs. paralysis or petrification breath save vs. (dragon) breath power_staff save vs. powers or staves ~ 1 SPICE REFINING~ .&GPiracy &G&WSkill: &YSpice Refining &GPiracy &G&WLevel: 25 &G&WSyntax: &YMakespice &G&W(spice) This skill gives you the ability to create spice using raw spice. The player must be in a refinery to create and as you get more adept at this skill, the refined spice becomes stronger. ~ 101 SPICEVALUES SPICETYPES~ 0 - Glitterstim - True Sight 1 - Carsanum - Sanctuary 2 - Ryll - raises stats 3 - andris - Fire Breath The preceding values should be placed in the Value 0 (v0) slot of the spice object. Value 1 (v1) should be used to determine the strength/quality of the spice. ~ 0 SPLINT~ .&PMedical &G&WSkill: &YSplint &PMedical &G&WLevel: 20 &G&WSyntax: &YSplint &G&W(name) (broken bone) &G&WThis skill allows &Pdoctors &G&Wto &Ysplint &G&Wany broken bones. Any of the following bones may be broken as a result of falling or fighting: left/right hand, left/right arm, left/right knee, left/right leg, nose, ribs, or the jaw. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 101 SSET~ Syntax: sset <victim> <skill> <value> or: sset <victim> all <value> or: sset <sn> <field> <value> name the name of the skill or power code for powers, the code executed when the power is cast target for powers, the target of the power (see TARGETTYPES) minpos the minimum position required to use this skill/power slot for powers, the slot number used in area files mana for powers, the amount of mana consumed by the power beats how long this skill takes to be used (in 1/4 seconds) dammsg a word to describe the damage done by this skill or power wearoff for powers, the message given when the power wears off type the type of skill (Spell, Skill, Weapon, Tongue) difficulty how difficult the power/skill is to learn and/or use damtype for powers, the class of damage it does components the components required for this power (see SPELLCOMPONENTS) teachers will restrict the teaching of this skill to these mob vnums participants the minimum number of required participants (for powers) For the special fields used by SMAUG powers (power_smaug) see SMAUGSPELLS ~ 0 STEAL~ .&zSmuggling &G&WSkill: &YSteal &zSmuggling &G&WLevel: 35 &G&WSyntax: &YSteal &G&W(object) (name) The skill &Ysteal &G&Wis an attempt to take credits or objects from another mob or player. There are penalties for using &YSteal &G&Won other players. For example, if they discover that you are stealing from them, they have the right to kill you. In order to &YSteal &G&Wsuccessfully, you must practice the skill. ~ 1 STRENGTH STR~ Strength (STR in your 'score') represents your character's physical power. The most common concern with strength deals with how much your character can carry. For each additional point of strength you gain an additional amount of maximum carryable weight. Any character with 20 strength can carry 500 kg. Strength also affects (among other things): - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons ~ 105 STRIP~ Syntax 'strip <victim> Silently transfers their entire inventory and clothing to yours. ~ 0 STUN~ Syntax: stun <mob> Stun is a skill which can only be used once a fight has started. It will stun your opponent if successful. ~ 1 'SULFUROUS SPRAY'~ With the incantation 'Sulfurous Spray,' the casting mage culls from the air the elements necessary to form a strong acid which rains down upon his opponent or opponents. This strength and velocity of the spray is such that it can work its way into various forms of armor and clothing, and it is also able to harm opponents one might think resistant to such attacks, due to its magical nature. ~ 101 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 1 SWREALITY~ ~ 0 TAG~ . Sometimes life in the world can get a bit stressfull, so we all need to relax and play games from time to time. One way you can do this is by starting up a game of tag ammongst your fellow players. The rules are simple! To start a game of tag, you must first Tag someone (Using TAG Player) If no one is nearby or willing to be 'IT' first, you can tag yourself. The idea is then for players to run arround the world trying to avoid being caught by the person who is 'IT', Only one person can be 'IT' at any one time, and when they catch someone their 'IT' status is removed and the player they tag becomes 'IT'. Whenever the state of play changes, eg if someone tags someone else, starts a game, or ends a game players are informed via an echo. Commands are as follows... TAG Player- Start a game, or tag the next person if you are already IT TAG show- Shows wether a game is in progress, and if so displays who is currently IT TAG quit- Used to end a game of tag, can only be issued by the player who is IT Tag Version 1.1 was written by Voltec (Voltec@cyberdude.com) for EotN. --NOTAG toggles the option if you are able to be tagged or not. &RTag was updated for SWR/Unknow Regions by Gavin&B(ur_gavin@hotmail.com) ~ 1 TAKEDRUG DRUG DRUGS SPICE RHYLL~ . Syntax : Takedrug (drug) This allows all the junkies to get their fix. ~ 1 TARGET~ . Syntax : Target (ship name) Used in ship to ship combat to target enemy ships. See also help Space Combat 1, help Weapon Syatems. ~ 101 TARGETTYPES~ . Target Function -------------------------------------------------------------------- ignore Spell affect relies on the casting argument offensive Spell will initiate combat defensive Can be cast on anyone safely self Spell only affects the caster objinv Casted onto an object in the caster's inventory ~ 0 TELEPORT~ Syntax: feel <teleport> This power takes you from your current location to a random location somewhere in the world. ~ 1 TERRAN CONFEDERATION~ The Terran Confederation is an evil organization that only accepts humans. They follow the traditions of the old Empire and will stop at nothing to renew it. That includes destroying the Imperial Remnants and rebuilding it like it should of been. ~ 101 THINK~ Syntax: think <message> Allows you to use the 'think' channel, which functions the same as all other channels and can only be seen by those of high enough level. The level for access to think can be controlled with 'cset'. See CSET ~ 1 THROW~ &R Combat Skill: Throw Combat Level: 5 Syntax : Throw (direction) A useful skill that allows you to throw what you are holding into a connecting room. See also help grenades. ~ 0 TICK~ Many of the actions in the game are based upon interval timers, including combat, most autonomous monster actions, hp/force/move regeneration, power duration, weather, and area resetting. Of these timers, the hp/force/move regeneration timer is popularly called the 'tick'. Ticks in the game average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if there are no characters in in the area; less often (15 minutes) if any characters are present. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. Area resets are indicated by 'squeaking noises' just prior to the reset. ~ 101 TIMECMD~ Syntax: timecmd <command> Example: timecmd mpstat <mob> Returns the time required to execute the specified command for that instance of its execution. ~ 0 TITLE~ .Syntax: title (string) The game automatically provides each person with a generic title when his or her character is created. You can use TITLE to set your own title to something else and make it more personal. &YTitles are IC. &RYour Title is what you see in the who list or when one 'looks' in a room. ~ 105 TODO2~ Have a clothing flag so score will say weither your naked or not create a function to strip color flags get the strlen that discludes color tags &R@@&P 3&p) &G&WAllow gather_intel to get info on planets &R@@&P 3&p) &G&WAnd Allow gather_intel extra info on players, ie. clan, wanted or not, etc &R@@ &P4&R) &G&Wmake a function to fix the can_see part in do_who(and sexes etc...) ~ 1 TOLLFREE 800 VOICEMAILNUMBER~ &W This is a complete listing of all the Voicemail Toll Free Numbers, if a number for your region doesn't appear here, it doesn't exist currently, sorry! Singapore toll-free number : &G1800 260 1555&W Hong Kong toll-free number :&G 852 3002 7155&W Taiwan toll-free number :&G 080 061 555&W (Taipei) Other Areas, Taiwan : &G886 2 2653 5327&W Korea toll-free number : &G080 778 1555&W Malaysia toll-free number : &G1 800 387 155 (Klang Valley)&W Other Areas, Malaysia number : &G603 8656 7855&W USA/Canada toll-free number : &G1 877 651 1555&W China number : &G86 21 6359 7557&W Australia toll-free number : &G0011 800 2222 1555&W Thailand toll-free number : &G001 800 222 1355&W Philippines toll-free number : &G1 800 765 8061&W Japan toll-free number : &G001 800 222 1555&W/ &G0041 800 222 1555&W/ Japan toll-free number(Cont) : &G0061 800 222 1555&W ~ 101 TONGUE TONGUES~ The different PC languages include common, elvish, dwarven, pixie, ogre, orcish, trollese, goblin, halfling and gith. NPC languages include rodent, insectoid, mammal, reptile, dragon, spiritual, magical, god, and ancient. ~ 1 TOP10~ Top ten reasons Immortals hate Mortals: 10. Mortals complain about Everything 9. Mortals think IMMs are out to get them 8. Mortals don't grovel enough 7. Mortals don't praise immortals enough 6. Mortals don't generally like surprises 5. Mortals do not derive enough pleasure from physical suffering 4. Mortals point out all of the Immortals' mistakes (which of course Immortals don't actually make ) 3. Mortals don't like it when Immortals vent 2. Mortals whine 1. Mortals use the word "Overpowered" Top ten reasons Mortals hate Immortals: 10. Immortals are always right 9. Immortals never apologize when wrong (refer to 10) 8. Immortals share their bad moods 7. Immortals Have the slay button 6. Immortals use the slay button 5. Immortals don't seem to understand that multiplaying can be a productive tool 4. Immortals can't type 3. Immortals seem to enjoy the suffering of mortals 2. Immortals aren't afraid to use the words surprise or Oops 1. Immortals are way overpowered :) The Real top reason: Squall is a imm. ~ 1 TOPICS~ Additional topics you may want to look over: *TICK *WIZLIST *EXPERIENCE *EQDAMAGE *CLANS *CHANGES *DAMAGE *NEWS *STORY To view a topic type: HELP <topic> ~ 1 TORTURE~ .&GPiracy &G&WSkill: &YTorture &GPiracy &G&WLevel: 55 &G&WSyntax: &YTorture &G&W(name) This skill allows you to permenantly remove hp from other mobs or players. ~ 0 TRACK~ .&OBounty Hunting &G&WSkill: &YTrack &OBounty Hunting &G&WLevel: 3 &G&WSyntax: &YTrack &G&W(name) This skill allows you to &YTrack &G&Wfor your target provided that he, she, or it is within the area. ~ 1 TRACTOR BEAMS~ &Y Piloting Skill: Tractor Beams Piloting Level: 35 syntax: tractor [ship] This skill gives a player the ability to manipulate a ships controls so that its tractor-beams can be used to draw in a ship into the Hanger. The higher the percentage of this skill the better the chance of its succession. It can be practiced by attempting to tractor in ships. ~ 0 TRACTOR BEAMS~ .&BPiloting &G&WSkill: &YTractor Beams &BPiloting &G&WLevel: 35 &G&WSyntax: &YTractor &G&W(ship) This skills allows you to use a ship's &Ytractor beam &G&Wto lock onto another ship. ~ 1 TRAIN~ Syntax : Train (stat) Training is the only way to perminatly improve a characters starting stats. Train can only be done with a few mobs around the mud and is only about 20% effective. A failed training session will cost you 3 practices and a successsful one will cost you 5 practices. ~ 1 TRANCE~ &B Force Skill: Trance Force Level: 65 A character in possession of this skill may use it to briefly focus its energies toward restoring a small burst of force. ~ -1 TRANDOSHAN TRANDOSHA DOSHA~ These humanoid reptiles are native to the planet Trandosha. They have long arms, which end in wide, splayed fingers. Their heads are blunt, with beady red eyes and a mouth full of sharp teeth. Their scales range in color from orange to ochre to brown. Much of their body can be regenerated if lost, so a Trandoshan can fight much harder without risk of permanent injury. Being a vicious, warlike race, the Trandoshans evolved into hunters, and were especially proficient at hunting Wookiees, which inhabited the nearby planet of Kashyyyk. It was a Trandoshan official who sold the idea of enslaving Wookiees rather than simply leveling Kashyyyk to the Empire. ~ 101 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 103 TRANSSHIP~ This command allows you to transfer ships from one shipyard to another easily. Syntax - transship (ship) (vnum) ~ 101 TRAPFLAGS~ Flags to describe a trap and what triggers it: ROOM - Trap is in a room OBJ - Trap is on an object ENTER - Trap is triggered by entering the room LEAVE - Trap is triggered by leaving the room OPEN - Trap is triggered by opening CLOSE - Trap is triggered by closing GET - Trap is triggered by getting the object PUT - Trap is triggered by putting the object EXAMINE - Trap is triggered by examining the object PICK - Trap is triggered by picking the object UNLOCK - Trap is triggered by unlocking the object NORTH - Trap is triggered by moving north SOUTH - Trap is triggered by moving south EAST - Trap is triggered by moving east WEST - Trap is triggered by moving west UP - Trap is triggered by moving up DOWN - Trap is triggered by moving down See RESET, TRAPSETTING and TRAPTYPES. ~ 101 TRAPSETTING~ Setting a trap is a little tricky. Parameters: <vnum> <type> <charges> <flags> VNUM - The vnum of either the room or object to be trapped. TYPE - The type of trap. (See TRAPTYPES) CHARGES - The number of charges this trap should contain. FLAGS - Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) See RESETS, TRAPTYPES and TRAPFLAGS. ~ 101 TRAPTYPES~ Types of traps: -------------------------------------------------------------------- | Number | Description | Number | Description | -------------------------------------------------------------------- | 1 | Poison gas | 8 | Flame | | 2 | Poison dart | 9 | Explosion | | 3 | Poison needle | 10 | Acid Spray | | 4 | Poison dagger | 11 | Electric Shock | | 5 | Poison arrow | 12 | Blade | | 6 | Blindness gas | 13 | Sex change power | | 7 | Sleeping gas | | | -------------------------------------------------------------------- See RESET, TRAPSETTING and TRAPFLAGS. ~ 101 TRIGGER~ A trigger is an action, phrase, or game event that causes a program held within a room, mob or object, to begin playing out its commands. Triggers can be anything from a player or mob entering a room, to a player stating a particular phrase within a room, or to a mob or an object. For detailed information on triggers, see: RPTRIGGERS, MPTRIGGERS, OPTRIGGERS ~ 0 TRIP~ .&RCombat &G&WSkill: &YTrip &RCombat &G&WLevel: 95 &G&WSyntax: &YTrip &W(while fighting) This skill allows &Rcombatants &G&Wto &Ytrip &G&Wanother mob/player. If successful, the injured party may end up with broken bones. ~ 1 'TRUE SIGHT'~ Syntax: feel 'true sight' This power can only be cast upon yourself. It is a combination of infravision (enabling you to see in the dark), detect invisible, and detect hidden. This power also allows you to see through blinding attacks. ~ 101 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ -1 TSR D&&D AD&&D~ . Dungeons && Dragons (tm) and TSR Hobbies Inc. Here we'd like to duplicate the original credits from the Basic Rules, Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc. Acknowledgements: The following individuals have made this work possible through its years of evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax, E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer. DIKUMud's concepts were directly based on TSR's D&&D concepts. ~ 1 TUNE TALK~ &G&WSyntax:&W &R-------&W &G&WTalk &B<&WMessage&B>&W Tune &B<&W1-100&B> &G&WExtra Info:&W &R-----------&W &G&Wonly people who are on the same channel that you are, can hear what you say. ~ 1 TUTORIAL TUTORIALS "BUILDING TUTORIALS"~ I prefer going into details in some of the tutorials i'm going to be writing. And very likely they will not fit into a help file, so I have them on a web page instead. Having it off the mud, also will allow you to reference it while building. Latest Tutorials Written: 1) http://unknownregions.cjb.net/text/packages.txt - How to create deleverable packages ~ -1 TWI'LEK TWI'LEKS TWILEK~ Twi'lek is ther species name of the humanoid aliens with twin head tentacles. They come from the planet Ryloth, located in a system in the Outer Rim. The Twi'lek language combines verbal components with subtle head-tail movements. With the meanings provided by the head-tail movements, Twi'leks can carry on private conversations in the midst of other species. Twi'leks live in vast city complexes located on the planets dark side. Each complex is autonomous, goverened by a head clan of five Twi'leks who jointly oversee production, trade, and other daily endeavours. As the technology level of Ryloth does not support spacefaring capabilities, the Twi'leks must depend on neighboring systems (such as Tatooine), pirates, smugglers, and merchants for their contact with the rest of the galaxy. They attract these ships with their chief export, ryll. The mineral ryll has legitimate medicinal uses, but it is also a popular and dangerously addictive recreational substance used in the Corporate Sector. One hazard the Twi'leks face on a regular basis is slavers, who come to their world to fill their ships with Twi'lek slaves. ~ 101 UNFOLDAREA~ Syntax: unfoldarea <area filename> This command will load up an area file. NOTE: It could be quite dangerous to unfold an area that is already loaded, or one that has not been tested. ~ 1 UNKNOWN~ Unknown Skill: Unknown Unknown Level: Y'know these things pop up randomly :P Syntax: The hell would I know... This skill, is absolutely useless, it has no meaning and no purpose :) ~ 1 USE~ . Syntax : Use (item) Quite obviously lets you use an item. ~ 101 USEPROG~ Syntax: opedit <object> <command> [number] [use_prog] [percentage] The use_prog is an objtrigger that can be used in object programs. The use_prog will be executed when the item is used. To define what will trigger the use_prog, here is a list: * Wands - when you zap * Staves - when you brandish * Food/pills - when you eat * Blood/fountains/drink containers - when you drink * Lights/armour/weapons - when you wear/wield/hold * Potions - when you quaff * Pipes - when you smoke When the use_prog is executed you will not see the standard 'use message' (ie You quaff a violet potion). What you will will be any mpechoes placed in the program. Also, any mobprog commands can be used in use_prog (see MPCOMMANDS). **NOTE** The use_progs on lights, armour, and weapons are executed BEFORE the player wears/holds/wields any item. Therefore, a mpforce to remove the item will not work in the use_prog. You will have to use a wear trigger to accomplish this. ~ 101 USERS~ Syntax: users <host ip> Syntax: users <playername> USERS reports all of the visible users connected to the server, including users in the process of logging in. If used with an argument, it will show all users from that host ip. Shortforms of host will work -- e.x. 205, or 205.113, etc. Shortened names will also work. e.x., users fre would show Fredrick and Fred if they were on at the time. The first number, (desc), is the descriptor number that this user is on. The second number is the user's connected state. (See CONSTATES) The third number is the number of seconds the user has been idle. The fourth number is the remote TCP port on the user's host machine. Next is the user's character name, then the user's host address. (Usually the IP number as name resolving is normally disabled.) The FORCECLOSE command can be used to force a connect to close by its descriptor number. ~ 1 VANDALIZE~ .&GPiracy &G&WSkill: &YVandalize &GPiracy &G&WLevel: 1 &G&WSyntax: &YVandalize &G&W(ship name) (color) (description) Great for irritating a slow-paying customer, or some sort of enemy, or just for kicks this skill allows you to paint an unowned ship.. ~ 101 VARIABLES~ This is the list of variables to be used in actiondescs for objects and in mob/room/object programs. VARIABLE MOBILE ACTOR VICTIM RANDOM OBJECT 2ND_OBJECT --------------- ------ ----- ------ ------ ------ ---------- Name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- him/her/it $k $m $M $K -- -- his/hers/its $l $s $S $L -- -- a/an -- -- -- -- $a $A See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS. ~ 1 VECTOR COURSE TRAJECTORY~ . Syntax : Course (x) (y) (z) This is used to adjust your course once inside a planatary system so you may attack other craft or land. ~ 0 VENTRILOQUATE~ . Force level 9 Syntax: feel 'ventriloquate' <target> <message> This Force skill allows you to disguise your voice with the Force, making it sound like someone else's. Be warned, some people will be able to sense that it is really your voice and not the target's. ~ -1 VERPINE ROCHE "ROCHE ASTROID FIELD"~ Verpine are an advanced species of bipedal insectoids. Their thin, sticklike bodies have awkwardly articulated joints and chitinous shells. Two antennae jut from the sides of their heads, which have two large eyes and short snouts. The Verpine live in the Roche asteroid field, using great repulsor shells to keep occupied asteroids from crashing into each other and to deflect other bits of space debris. They are innate experts in most fields of technology, and their childlike fascinations with all types of machinery has served them well. They hollow out the asteroids for use as colonies, sealing them against space and filling them with all kinds of technological wonders. The Verpine have developed into expert starship builders. The Slayn & Korpil Corporation, named for two neighboring Verpine colonies, has been well known and respected since the days of the Old Republic. It was the Verpine who helped admiral ackbar design and build the B-Wing starfighters. ~ 1 VIBRO~ &P Weapons Skill: Vibro-Blades Combat Level: 1 syntax: none This allows a player to wield a vibro-blade to sheer perfection. It can be practiced by wielding a vibro blade in battle. It is automatic once practiced. ~ 101 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 1 VOICEMAIL VOICE VM CONTACT~ &W&WYou can now leave voice messages to Unknown Regions Staff and Players! . It's simple, call one of the toll free numbers, and follow the prompts. The account numbers are listed below, along with a few of the phone numbers. For a Full list of Toll Free Numbers, use &Yhelp tollfree&W. . USA/Canada toll-free number : &Y1 877 651 1555&W Australia toll-free number : &Y0011 800 2222 1555&W . Gavin's VM: &G4255393&W &W&WBrutus' VM: &G283231 &W-or-&G 84677426637&W &WLloyd's VM: &G52623769&W Marinas VM: &G62746200&W Madison VM:&G 6234766&W Airiels VM: &G247435&W ~ 1 VOTING VOTE VOTES~ Syntax: note vote <number> open/close/yes/no/abstain Once a note has been posted on a bulletin board, the author may open voting with 'note vote <number> open'. All those who can read the board may then vote on the issue in the note with 'note vote <number> yes/no/abstain'. The author may close the voting; the syntax for that should be clear enough. Note list will show whether a note is not a voting note, open to voting or closed to voting. The character that separates the author and the recipient in 'note list' will be a colon, a capital V or a capital C accordingly. ~ 101 VSEARCH~ Syntax: vsearch <vnum of target object> Returns all instances of the target object presently in the game, as well as their level. Allows location of objects via vnum instead of by keyword, useful for locating rekeyed and renamed objects. See OWHERE ~ 2 WAR WARTALK~ Syntax: war <message> Wartalk is a channel created as a haven for those players who like to openly discuss their exploits in combat - and brag against their opponents. It is most often used for those who declare war on other deadlies and is desirable for those who like to invite others to battles in player versus player whether it be in the arena or around the Realms. Wartalk can be seen by all players in the game, and has the same rules as other channels. No harassment, profanity, spamming, or inappropriate subject matter. ~ 105 WARN~ Syntax: warn class <field> Syntax: warn race <field> Syntax: warn site <field> Field is either #(ban_number) or the site/class/race. Example: warn class #1 ~ 105 WATCH~ . &w &W Syntax: &G watch &W Shows you a help screen &W Syntax: &G watch size &W Shows the size of your watch file &W Syntax: &G watch clear &W Deletes your watch file &W Syntax: &G watch show &W Shows all your active watches &W Syntax: &G watch player <name> &W Starts watching a player &W Syntax: &G watch site <site> &W Starts watching all players from site &W Syntax: &G watch delete <number> &W Stops a watch &W Syntax: &G watch print 1 &W Shows file starting at line 1 &W Syntax: &G watch print 500 &W Shows file starting at line 500 &W Syntax: &G watch print 500 100 &W Shows 100 lines starting at line 500 Watch will work 24 hours a day from the time you put a watch on a player until you take it off. You can also watch all players from a specific site. We need you to be real careful about the size of your watch file. If you are watching a number of players or sites, please do not just forget about your watches and allow your watch file to grow to outrageous sizes. You should never have more than 5,000 or 10,000 lines in your watch file. If you are doing some watching, be sure you check your watch file daily and either print it, display it, copy it to your hard drive or do whatever you need to do with it but then ... please ... please ... be sure you clear it so that it don't grow huge and eat up all our hard drive space. If you clear your watch file daily ... there should be no problem. If you aren't watching anyone ... you don't have to worry about this. But if you start a watch, it is your responsibility to know how big your watch file is and to stop the watch when you no longer need it. The command &G"watch size" &W tells you how many lines are in your watch file. The command &G"watch clear"&W clears (deletes) your watch file. For the time being the maximum number of lines you can display at one time is 1000. So ... even if you have 5,000 lines in your watch file ... you can only display 1,000 at a time. ~ 0 WEAKEN~ . &RForce level 3 Syntax: feel 'weaken' <target> This spell will reduce your opponent's strength, thus reducing their damage capabilties and limiting how much they can carry. ~ 101 WEAPONTYPES~ For items of type "weapon", the value3 field specifies the weapon type: Value3 | Type | Weapons ------------------------------ 0 | hit | general 1 | slice | VIBRO-AXE 2 | stab | VIBRO-BLADE 3 | slash | LIGHTSABER 4 | whip | 5 | claw | 6 | blast | BLASTER 7 | pound | 8 | crush | 9 | shot | BOWCASTER 10 | bite | 11 | pierce | FORCE PIKE 12 | suction | See OSET. ~ 101 WEARFLAGS~ These flags should be self explanitory: take finger neck body head legs feet hands arms shield about waist wrist wield hold ears eyes See OSET and RESETCMDS. ~ 1 WEARLOCS~ Here are the various locations where items may be equipped: --------------------------------------------------------- | 0 | light | 1 | finger1 | 2 | finger2 | | 3 | neck1 | 4 | neck2 | 5 | body | | 6 | head | 7 | legs | 8 | feet | | 9 | hands | 10 | arms | 11 | shield | | 12 | about | 13 | waist | 14 | wrist1 | | 15 | wrist2 | 16 | wield | 17 | hold | | 18 | dual_wield | 19 | ears | 20 | eyes | --------------------------------------------------------- See RESETS and RESETCMDS. ~ 1 WED~ &G&WSyntax&R &R------&R &G&WNone &G&WExtra Info&R &R----------&R &G&W Goto new oldtown to arrange to be wed ~ 101 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 1 WHISPER~ whisper <name> msg To whisper to another, you must be in the same room as the recipient of the whisper. ~ 0 WHO~ . Syntax : Who Syntax : Who (clan) Syntax : Who (race) This will show you people currently in the game that are visable to you. It will show there current clans and races. ~ 0 WHOIS~ Syntax: whois <player> The WHOIS command will tell you a bit of information about a player who is online. See BIO ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 1 WISDOM WIS~ Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the force a character gains each time it levels. - the percentage a character learns of a new language at each practice, though intelligence affects this slightly more - the ability to remove a trap or poison a weapon ~ 101 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 WIZLIST~ Syntax: wizlist Displays a hierarchical list of immortals. ~ -1 WOOKIEE WOOKIEES~ With a large bonus to strength and constition, the small wisdon penalty is easily offset. They are well suited to be soldiers, though their code of honor forbids the use of energy weapons in all but the most extreme cases. Once befriended, a Wookiee will stay loyal for his or her entire life, which can be as long as three hundred years. Wookiees are among the galaxy's greatest warriors. They are not, however, mearly large stupid beasts. While the inability to speak basic often portrays them as huge, unthinking beasts, many are accomplished mechanics, engineers, and scientists. ~ 1 WWW~ &R************************************************************************* * * * * * &G&WFor more information on the mud, check out its homepage at: &R* * &G&Whttp://ur.lynker.com/ &R* * * * * ************************************************************************* ~ 5 XSOCIALS~ These socials are only for adult's use, as they simulate sexual intercourse. To use them, first you have to get somebody's CONSENT. You may give out your CONSENT to somebody else if you want them to do it to you. Type XSOCIALS to get a list of Xsocials. Try also, help CONSENT. ~ 101 ZONES~ Syntax: zones [low] [high] Lists the name of the file, and room/mob/object vnum range for each non-prototype zone in the mud. ~ -1 _DIEMSG_~ &RThere is a loud explosion in your mind... &BYou lose all control of your body... &zAnd then...darkness... ~ 1 immortalawards~ The following categories go out to builders for their areas, type areas to see a list of who has built which area. 1) Best Builder - the overall best builder which does the best in ever other category. 2) Best detail - The builder with the best descriptions. This may include extra descriptions(aka signs, lists) 3) Best Interaction - This area should have the most/best mini-quests and programs. 4) Most Creative - The areas created by this builder show great creativity. The following are for areas: 1) Area with Most Mini-quests 2) Funnest Area 3) Popular Area 4) Best Weapon 5) Best mob to kill 6) Best Armor Same rules apply to this as to the player awards. Must be nominated and then the general population votes. ~ 200 survey~ This survey is to help the immortals improve this MUD and just out of general curiosity. &BNote:&W Any specific details you give will be kept in privacy and only the compiled data will be posted for public view. &BBasic Information About Yourself: &R1)&W What country do you live in? &R2)&W How old are you? &R3)&W When did you start to play UR? &BUR's Quality:(Please feel free to comment on all of these questions) &R4)&W Do you like the color scheme? &R5)&W Does the immortal staff do a good job? &R6)&W Are we similar to the original SWR? &R7)&W Are the areas fun and well-planned out? &R8)&W Does UR have a strong RP environment? &R9)&W Have you enjoyed your playing experience? &R10)&W Any other comments? &G&W Please email your answers to &Rur_gavin&W@&Rhotmail.com&W. The email will only be seen by the top imms. So do not fear reprasal. (if it does happen, contact &BGavin&W or &BBlared&W). Please have you answers in by July 15. &BNote:&W If you do not feel like answering some of these questions please skip them. An incomplete survey is better then nothing. Thank you, &BNote:&W Results will be posted on June 11. ~ 0 $~ #$