#HELPS
0 !~
Syntax: !
! repeats the last command you typed.
~
1 A~
. MOVING THROUGHOUT GAME:
---------------------------
The game divided into many rooms which are connected by various
directionals to make up areas. When you are in a room, you can
find the exits in the room by typing EXITS. Autoexit is a helpful
command to initiate (type CONFIG +AUTOEXIT), because it will
automatically show you what exits there are in the room. Be warned
however, you will only see the obvious exits. You must pay attention
to the room descriptions to see if there might be any doors or hidden
passages in the room.
Directional commands: (in parentheses you find the shorthand)
NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d)
NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw)
Note: You will notice that in the prompt <20hp 10bp 20mv>, the 'mv'
refers to your movement points. If your movement points were
to run out, you will be unable to move between rooms due to
exhaustion. If you type SLEEP or REST your movement points will
slowly be replenished. You must type STAND or WAKE before
walking again.
~
101 AASSIGN~
Syntax: aassign <filename>.are Example: aassign edo.are
AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile. This allows you to use rlist, olist, mlist, and
reset list. This also means that typing savearea, reset area, or
instazone will affect this area.
To save changes permenantly, type "aassign none" and foldarea.
Warning!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you. The personal vnums will overwrite the area file.
In order to assign a proto area to yourself, you must either have that
area bestowed to you or you must be Greater God+.
In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by a member of the Area Council or you must
be Exalted+. Even if you have the area bestowed to you, only Lesser+
can assign themselves nonproto areas.
See BESTOWAREA
~
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~
.
Syntax : Acute_awarness
This skill adds the ability to detect the hidden, for a
short time.
~
1 ACUTE_DAMAGE~
.
Syntax : Acute_damage
This skill will add abonus to your damroll.
~
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 "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.
~
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
~
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~
Syntax: aid <character>
This skill allows you to bring a stunned person back into consciousness.
~
101 ALLOW BAN~
Syntax: allow <site>
Syntax: ban <site>
Syntax: ban
Syntax: ban <# of ban on ban list> level <level of char to ban and below>
BAN <site> prohibits players from that site from logging in.
BAN with no arguments returns an enumerated list of banned sites.
To set a specific level of character to ban from a site, use 'ban' to get
the list number of the banned site and then use 'ban level'.
Example: ban 2 level 10
This will ban all characters level 10 and under from the second site on
the 'ban' list.
ALLOW <site> removes a site from the ban list.
The site ban test works by suffix comparison, so if you ban 'foo.edu',
all sites within 'foo.edu' are banned as well.
~
1 ALLSHIPS ALLSHIP~
This command will list all the ships in the universe and there current
owner or sale price.
~
1 ALLSPEEDER ALLSPEEDERS~
This command will list all the speeders in the universe and there current
owner or sale price.
~
1 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 )
~
100 AMOTD~
Imms, don't forget this MOTD, change it every now and again!
There is nothing to see here, please move along. Thank you for your
time!
~
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 APPOINT~
Syntax: appoint <name> < first | second >
This allows a clan leader to appoint a number one and two
~
0 APPLY~
Syntax: apply <item>
In your travels you may come across various ointments and salves, use
'apply' to rub them into your skin.
~
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.
~
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~
Syntax: feel armor <character>
This power decreases (improves) the armor class of the target character
by 20 points.
~
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
~
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~
*** WARNING some of these have been removed from SWR ***
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).
~
3 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.
~
1 AUTOPILOT~
Syntax: autopilot
This command toggles a ships autopilot, while on the ship while automatically
defend itself when attacked. Only works while ship is in realspace.
~
101 AUTH AUTHORIZE AUTHORIZATION~
Associated help files: authorize
Authorize <player> name -- This is the command used to allow a player to
continue past the academy pre-auth area, but will make them choose
a new name prior to entering the MUD.
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.
These commands are mostly unused while the school master is auto-authing
~
1 AUTORECHARGE SHIELDS RECHARGE~
.
Syntax : Autorecharge or Shields
This will set your shields to automatically recharge.
Syntax : Recharge
Recharges shields faster.
See SHIPS
~
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 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 BS DISARM KICK KILL MURDER~
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill <character>
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way
to start a fight, used by thieves. BS is a synonym for BACKSTAB.
MURDER is used to kill other player characters. There are restrictions on
murdering low level players, and there are penalties for using MURDER.
DISARM is an auxiliary fighting command to disarm your opponent. Similarly,
KICK will inflict more damage during combat by kicking.
In order to BACKSTAB, DISARM, or KICK successfully, you must practice
the appropriate skill.
~
101 BALZHUR~
Syntax: balzhur <character>
This is an instant demotion of a character to level 2, with the
simultaneous destruction of all its belongings, and a mud-wide
echo accompanying its execution.
~
101 BAMFIN BAMFOUT~
Syntax: bamfin <message>
Syntax: bamfout <message>
The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'. You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~
101 BANNED~
The following sites have been banned:
156.29.1.x
204.225.103.222 (for players level 50 and under)
This doesn't appear to be dynamic! Anyone know why it is here?
~
0 BASH~
Syntax: bash
Bash can only be used once a fight has started. It will inflict damage and
temporarily daze both yourself and your opponent for approximately two rounds
during which you cannot heal, flee or perform other extraneous combat actions
(i.e. you will be able to dodge/parry/attack but nothing else). These same
consequences are inflicted on your opponent if it is a player character,
otherwise the skill only inflicts damage.
Note that bash has a drastically reduced chance of hitting if the basher is
not one of the primary targets (i.e. is not tanking).
~
1 BEG~
.
Syntax : Beg (mob)
The beg skill is simply that begging. Usefull for gaining
starting cash for a character.
~
1 BERSERK~
Syntax: berserk
Going berserk sends your warrior into a frenzied state, increasing its
attacks per round to a maximum of six and your strength by one. While
you are berserking you cannot flee.
~
101 BESTOW BESTOWMENTS~
Syntax: bestow <victim> command [command] [command] etc
Syntax: bestow <victim> list
Syntax: bestow <victim> none
Bestow is used to give a command to a player that they would not normally
have as a function of their level.
Bestow victim command will give the command to the person.
Bestow victim list will show all commands corrently bestowed on the person.
Bestow victim none will remove all bestowments.
~
101 BESTOWAREA~
Syntax: bestowarea <victim> <filename>.are
This command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.
Once an AC member bestows a proto area on a player, that player can
use the aassign command to assign themselves that proto area in order
to help the owner of the proto area.
Examples:
bestowarea joe bob.are allows joe to work on bob's proto area
bestowarea joe lists all of joe's bestowed areas
bestowarea joe list ditto
bestowarea joe none removes all of joe's bestowed areas
See AASSIGN
~
1 BLIND GOUGE BLINDNESS~
BLINDNESS:
syntax: feel blindness <victim>
This power renders the target character blind.
GOUGE:
syntax: gouge
This attack can only be used in combat, and will strike at the eyes
of your opponent, causing damage and temporary blindness.
General:
Certain powers and attacks can render a player blind for anywhere from a
few rounds (gouge) to several hundred rounds (the blind power). If you
are blinded, you will see only your name on the 'who' list, and will be
unable to see either your inventory or your location.
You may either wait out the effect of the blindness, request assistance
over channels, or make your way to a healer such as Kyan in Darkhaven,
who will eventually remove your blindness.
~
101 BOARDS~
Syntax: boards
This command displays statistics on all boards in the game. Example:
immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0
The first column lists the board's filename (immortal.brd)
Vnum - object vnum to which the board is attached (the object vnum must be
present to read the board, allowing a board to be placed in one or
many places by simply placing that object where needed)
Read - minimum level required to read that board
Post - minumum level required to post to that board
Remove - minumum level required to remove notes not addressed to 'All'
Max - maximum number of posts the board is set to hold
Posts - the current number of posts on the board
Type - not currently used
See BSTAT, BSET
~
101 BODYBAG~
Syntax: bodybag <character>
Bodybag retrieves all of <character's> corpses and places them into your
inventory, as well as removes the decay timer on each. This is primarily
used for performing corpse retrievals and the like.
~
1 BOUNTY ADDBOUNTY~
.
Syntax : Addbounty (character) (amount)
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 unclaimd bounties.
~
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.
~
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
***************************************************************************
~
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" ~
.
Syntax : Buyhome (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.
~
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 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
~
1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~
.
These skills allow you to fly the ships of there respective size.
Each is automatic once it is practiced.
~
1 CAPTURE~
Syntax: capture
This command is used to capture a planet for your clan. It can only be
do when the planet you are on has a low support rating for the current
government and when there are no enemy ships in the starsystem.
A planet's support rating can be lowered by killing it's population or
with the propeganda skill.
ALSO SEE PROPEGANDA
~
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.
~
101 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.
~
1 CHAFF~
Syntax: chaff
This release a chaff to attempt to stopan incomming missile.
See SHIPS
~
0 CHANGES~
CHANGES
Listing of recent changes
~
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
~
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.
These channels are reserved for immortals.
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.
~
1 'CIRCLE'~
Syntax: circle
This is a skill used by thieves while fighting. It is comparable to
backstab, and requires a piercing weapon.
~
1 CITIZEN~
~
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.
*note not all of these are functional yet.....
see also COUNCILS
~
1 CLANBUYSHIP~
Syntax : clanbuyship <ship name>
This buys a ship for your clan out of clan funds, you must be empowered
by your clan to do this.
See EMPOWER
~
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.
~
1 'CLIMB'~
Syntax: climb <direction>
This skill enables you to climb into and out of rooms that require it.
~
1 CLONES CLONE CLONING~
Syntax : Clone
Cloning is a vital part of your existence. Since death is
perminant the only way to continue a character is to clone
Note: Clones start at the last point you cloned not
the point you died.
~
1 CLOSEHATCH OPENHATCH~
Syntax: openhatch
Syntax: openhatch <ship name>
Syntax: closehatch
Syntax: closehatch <ship name>
Opens/Close the hatch on a ship.
~
101 CMDTABLE~
Syntax: cmdtable
Lists all of the commands in the game, and how many times they have been used
since the last startup.
~
101 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 PCOLORS 'PROMPT COLORS'~
The following are the tags used for adding color in your text.
Foreground text tag: &&
Tokens for foreground text are:
&&x - Black &&r - &rDark Red&D &&g - &gDark Green&D
&&O - &OOrange (brown)&D &&b - &bDark Blue&D &&p - &pPurple&D
&&c - &cCyan&D &&w - &wGrey&D &&z - &zDark Grey&D
&&R - &RRed&D &&G - &GGreen&D &&Y - &YYellow&D
&&B - &BBlue&D &&P - &PPink&D &&C - &CLight Blue&D
&&W - &WWhite&D
&&v or &&V - &vReverse the colors.&D
&&u or &&U - &uUnderline the text.&D
&&i or &&I - &iItalicize the text.&D
&&s or &&S - &sStrikeover text.&D
&&D - Resets to custom color for whatever is being displayed.
&&d - Resets to terminal default color.
Blinking foreground text tag: }}
Tokens for blinking text are:
}}x - Black }}r - }rDark Red&D }}g - }gDark Green&D
}}O - }OOrange (brown)&D }}b - }bDark Blue&D }}p - }pPurple&D
}}c - }cCyan&D }}w - }wGrey&D }}z - }zDark Grey&D
}}R - }RRed&D }}G - }GGreen&D }}Y - }YYellow&D
}}B - }BBlue&D }}P - }PPink&D }}C - }CLight Blue&D
}}W - }WWhite&D
When putting color in something, please try to remember to close your
colors with a &&D tag so that anyone viewing it won't have to deal with
color bleeding all over the place. The same holds for italic or underlined
text as well.
The &&d tag should only be used when absolutely necessary.
Background color tag: ^^
Tokens for background color are:
^^x - Black ^^r - Red ^^g - Green
^^O - Orange ^^b - Blue ^^p - Purple
^^c - Cyan ^^w - Grey
If setting both foreground and background colors. The foreground must
be used before the background color. Also, the last color setting in your
prompt will wash over into the text you type. So, if you want a set
of colors for your typed text, include that at the end of your prompt set.
Example (assuming current h.p.'s of 43 and mana of 23):
Prompt &&Y^^b<%h/&&x^^r%m>&&w^^x = <43/23>
{A} {B} {C}
A) Yellow with blue background.
B) Black with dark red background.
C) Light Grey with black background.
See also: PROMPT, ANSI&D
~
1 COMBAT~
You may choose a fight by finding a mob, and using LOOK, CONSIDER, and
IDENTIFY to gauge the difficulty of the opponent. You can LOOK <mob>
to get a look at its equipment and description, this will often help
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.
You may find yourself in trouble during a fight, and wish to leave, this
can be done by using FLEE or RECALL. You can flee a fight by typing FLEE.
You may recall from a fight with the power 'word of recall' or by reciting
a recall scroll. You may also set it up to flee automatically once you go
below a certain number of hitpoints by using WIMPY. To use your wimpy, type
WIMPY or WIMPY <number of hitpoints>. Leaving a fight with wimpy, flee, and
recall WILL cost you a loss of experience, with recall causing the greatest
loss.
~
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.
AUTOCRED 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.
~
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.
~
100 CONTRA CONTRABAND~
A contraband flag has been added for objects .. DO NOT SET IT ... it
will be added and removed automaticly by customs officers and
crimelords etc. Its purpose is to give experience for smuggling
illegal goods from planet to planet.
~
1 COORDINATES~
.
Syntax : Calculate (x) (y) (z)
Cordinates are used for Hyperspace jumps into systems
Below is a list of last know posistions of planets in
the current known systems:
Coruscant System:
Menari Spaceport (Coruscant) -345 -987 1562
Outer System Landing Area 902011 -1003651 1100331
Coruscant Shipyard 2796 3074 -487
MC90 Mon Calamari Starcruiser (moves)
Byss System
Spaceport Landing Area (Byss) 1325 -1095 3287
Star Destroyer Dark Hand (moves)
Byss Shipyard 4534 1211 -3150
See also Help Cordinates1, Help Cordinates2 ect.
~
1 COORDINATES COORDINATE CALC CALCULATE "NAV COMPUTER"~
.
Syntax : Calculate (x) (y) (z)
Cordinates are used for Hyperspace jumps into systems
Below is a list of last know posistions of planets in
the current known systems:
Coruscant System:
Menari Spaceport (Coruscant) -345 -987 1562
Outer System Landing Area 902011 -1003651 1100331
Coruscant Shipyard (moves)
MC90 Mon Calamari Starcruiser (moves)
Byss System :
Spaceport Landing Area (Byss) 1325 -1095 3287
Star Destroyer Dark Hand (moves)
Byss Shipyard (moves)
See also Help Coordinates1, Help Coordinates2 ect.
~
1 COORDINATES1~
Honoghr System :
Nystao Port (Honoghr) 3943 4782 4419
Tatooine System :
Docking bay 92 (Tatooine) 2799 -3279 -4166
Adari System :
System Barren Landing Facility (Adari) 1213 -1813 -4760
Lighted Landing Zone (Adari) 1213 -1813 -4760
Baituh City Landing Strip (Adari) 1213 -1813 -4760
Endor Starsystem :
Forest Landing Area (Endors Forest Moon) 1400 7000 -2600
~
1 COORDINATES2~
Core Starsystem 11A3 :
Small Landing Area (bojklinn) 1000 -1000 -500
Mon Calamari System :
East Docking Bay (Mon Calamari) -2709 23 10013
West Docking Bay (Mon Calamari) -2709 23 10013
South Docking Bay (Mon Calamari) -2709 23 10013
Kashyyyk System :
Rwookrrorro Landing Pad (Kashyyyk) -8762 -123 -3702
~
1 COORDINATES3~
Corperate Sector I :
CF-90 Barricade Runner (moves)
Corperate Sector Space Mall 3164 2474 -3878;
Gamors System :
Gamorr Landing Area (Gamorr) -8723 -2355 86
Yavin :
Academy Landing Area (Yavin IV) 4000 4000 4000
Ryloth System None
Rodia System None
Nal Hutta System None
Af'el Starsystem None
Chad Starsystem None
~
101 COPYSHIP~
Syntax : copyship <oldshipname> <newfilename> <newshipname>
This command creates a copy of a starships stats ONLY. The rooms must
be made separately and then be set using SETSHIP.
See SETSHIP.
~
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.
~
1 COUNCIL COUNCILS SENATE SENATOR GOVERNMENT GOVERNMENTS POWER~
There are three levels of government: 1. ORGANIZATIONS: The major player
run superpowers are the New Repubic, The Empire, and The Corperate
Authority. There are also several small organizations and crime families
operating independantly. Type CLANS for a list. 2. regional GOVERNMENTS:
These are small areas that may be controlled and profited from by player
organizations. They may be captured by organizations with the capture
command. Type GOVERNMENTS for a list. 3. The SENATE: The senate was
restored by the New republic shortly after the battle of Endor. It has
since then broken off its direct ties with the New Republic in order to
include the council heads from all worlds including Imperial controlled
worlds. The senate meets monthly at the traditional senate hall on
coruscant. However because of the difficulty that imperials face flying
near coruscant a shuttle has been set up that provides safe transportation
from a nuetral outpost to the Senate hall. The senate hall also has a
series of opinion booths were council heads can comunicate with their
people. These opinion booths are also used for electing new council heads.
Type SENATE for a list of senators.
See also ORGANIZATIONS
~
-1 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 Michael Seifert
Prss. Maries Alle 15, 1 Nr. Soeg. 37C, 1, doer 3
1908 Frb. C. 1370 Copenhagen K.
DENMARK DENMARK
(email bombman@freja.diku.dk) (email noop@freja.diku.dk)
Hans Henrik St{rfeldt Tom Madsen
Langs} 19 R|de Mellemvej 94B, 64
3500 V{rl|se 2300 Copenhagen S.
DENMARK DENMARK
(email bombman@freja.diku.dk) (email noop@freja.diku.dk)
Katja Nyboe
Kildeg}rdsvej 2
2900 Hellerup
31 62 82 84
DENMARK
(email 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.
~
101 CSET~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
stun - sets normal (mob vs. player / player vs. mob) stun modifier
stun_pvp - as above, for player vs. player
dam_pvp - percentage adjustment for player vs. player fighting
dam_pvm - as above, for player vs. mob
dam_mvp - as above, for mob vs. player
dam_mvm - as above, for mob vs. mob
get_notake - level to pick up notake flagged items
read_all - level to read all mail
read_free - level to read mail for free
write_free - level to write mail for free (no items necessary)
take_all - level to take all mail
muse - level to see/use muse channel
think - level to see/use think channel
log - level to see log channel
build - level to see build channel
proto_modify - level to modify prototype objects
override_private - level to override private/solitary rooms
forcepc - level to force pc's
saveflag - flags/actions on which to save a pfile (drop, give, get,
receive, auction, zap, death, auction, auto, password)
guild_overseer - name of the Overseer of Guilds
guild_advisor - name of the Advisor to Guilds
~
1 D~
. 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
Note : You lose all possestions upon dying even
if you have a clone. This includes ships
homes and bank accounts
&g
See Help Clone.
~
-1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~
. @%#$%&&*!@#!?!?!
.-------------=======[ Debugging / Coding Credits ]=======-------------.
| |
| Most of the extensive debugging and coding of Realms of Despair |
| was done by Thoric in what little spare time he could set aside. |
| |
| Other credits go out to Haus for debugging work on the online |
| building, and also to Strahd, Caine and all the gods who reported |
| nasty bugs and crash causes. |
`----------------------------------------------------------------------'
~
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.
Defel can't wear armor because it would interfere wit htheir 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.
~
1 DELETE SUICIDE~
.
Syntax : Suicide (password)
Usefull for getting rid of unwanted characters.
&R NOTE: Only one character / Player is allowd &g
~
1 DEMOTE~
Syntax : demote <player>
This command demotes a number one or two in a clan to a normal clan member.
See CLANS~
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|ballance) (amount)
A bank is the safest place to keep your credits
people get killed for money quite often in the
star wars universe.
Bank are also used to deposit to and withdraw from
clan accounts
~
0 DESCRIPTION BIO~
Syntax: description
Syntax: bio
The DESCRIPTION command puts you into an editor to edit your long character
description (what people see when they look at you).
The BIO command puts you into an editor to edit your personal bio: what
people see when they check WHOIS on you.
~
101 DESTRO DESTROY~
Syntax: destroy <character>
This command immediately deletes the pfile of the victim, and will
simultaneously force the character offline if they are connected.
~
0 DETRAP~
Syntax: detrap <object>
This skill allows one to disarm a trapped object.
Use it with care.
~
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.
Dexterity is the prime attribute of thieves and vampires.
~
101 DIAGNOSE~
Syntax: diagnose of 20
Diagnose of n - object frequency of top "n" objects. The above example will
return the 20 most numerous object vnums in the game at that time.
~
101 DICEFORMULAS~
To make the special SMAUG powers possible, special dice formula handling
had to be coded in. (At least to make it nice). This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:
D dice L level H hit points M force
V movement S strength I intelligence W wisdom
X dexterity C consitution A charisma U luck
Y age
See SMAUGSPELLS and SSET.
~
0 DIG DIGGING BURY BURYING~
Syntax: dig
Syntax: dig <direction>
Syntax: bury <item>
You can dig and bury items through the use of the dig skill and bury command.
Buried items are not visible to players, even through the use of powers such
as locate object. To dig an item up, type dig with no arguments. Having a
shovel raises your chance of success. If you dig in a direction, you will
attempt to dig open an exit.
To bury an item (or corpse), drop the item on the ground and bury <item>.
Depending on the size and weight of the object, you might need a shovel.
* Note: Deadly players can bury/dig up each other's corpses. *
Items buried will not last beyond crash or reboot. Do not attempt to use
this skill for storage of items you wish to keep.
~
-1 DIKU~
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.
~
1 DISGUISE~
.
Syntax : Disguise (string)
This skill allows you to change your title to one that
does not include your name. Handy for impersonating
others.
~
101 DMESG~
Syntax: dmesg
Displays the contents of the boot log.
~
0 DODGE~
This skill lets you dodge incoming attacks, taking no damage from them.
Use of the skill is automatic once you have practice it.
~
1 DOMINATE~
.
Syntax : Dominate (mob)
Basically the same as a charm spell, will make the
mob
join your group and take orders from you.
~
1 DONATE~
Syntax : donate <amount in credits>
Syntax : withdraw <amount in credits>
These commands allow empowered clan members to withdraw or donate to clan
funds at a bank (no empower needed for donate).
See EMPOWER.
~
1 DOORBASH~
.
Syntax : Doorbash (direction)
Handy for getting rid of closed locked doors. Although
some doors are bashproof.
~
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'~
Syntax: cast 'dream' <player> <message>
This power enables you to cast a dream or message on a sleeping player.
~
1 DRIVE SPEEDERS SPEEDER VEHICLES VEHICLE~
Syntax : drive <direction>
This allows vehicles to be driven in the direction specified.
~
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
~
101 'DUAL WIELD'~
This skill allows you to wield two weapons simultaneously.
This is an automatic skill.
~
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.
~
1 EMPOWER~
Syntax : empower <player>
Syntax : empower <player> <command>
These commands allow the clan leader (or an empowered clan member) to toggle
OTHER members use of clan command. These commands are :-
pilot : pilot clans ships
withdraw : withdraw from clan funds (at a bank)
clanbuyship : buy a ship for the clan from the clan funds
induct : induct a player into the clan
none : removes all clan commands from player
list : lists currently empowered commands for that player
<blank> : ditto
~
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'~
This skill increases the damage you inflict when attacking. Use of the
skill is automatic once you have practiced it.
~
1 ENLIST~
Syntax : enlist
This command allows you to enlist in a clan in their recruitment office.
These offices should be clearly marked.
See CLANS
~
0 ENTER LEAVE~
Syntax: enter
Syntax: leave
In rooms either 'somewhere' exits or exits responding only to keywords,
you can simply type 'enter' or 'leave' to pass through that exit.
The most common use of this is with portals cast by mages. To use the
portal, simply type 'enter' on either side of it and you will pass
through to the other side.
~
1 ENTRYVECTOR JUMPVECTOR~
This command is not currently implemented.
~
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."
~
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 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
~
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 FIRE~
Fires ships weapons, see SHIPS
~
1 FIRSTAID "FIRST AID" MEDPAC~
.
Syntax : First Aid (Character)
First aid lets you use the contents of a med kick to heal
minor damage to yourself.
~
0 FIXCHAR~
Syntax: fixchar <character>
Resets a character's saving throws and mentalstate. Should probably
not be done while the character is equipped.
~
0 FLAMESTRIKE~
Syntax: feel 'flamestrike' <victim>
This power inflicts damage on the victim.
~
0 FLEE RESCUE~
Syntax: flee
Syntax: rescue <character>
Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.
If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time. Your chances
of making the recall are reduced, and you will lose much more experience.
In order to RESCUE successfully, you must practice the appropriate skill.
~
1 FLOAT~
Syntax: feel 'float' <character>
This power enables the target character to float. It is useful in saving
mv (movement points), makes a character float slowly to the ground when
falling from in the air, and allows you to move over water and through the
air.
Some water areas require the use of float to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast float immediately.
~
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 "FOCUS STRENGTH"~
.
Syntax : Focus Strength
This will allow you to increase your strength fo a time
allowing you to carry more weight or wield larger
weapons.
~
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').
~
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 invisable to players throught
their life, you never truly know how dtrong you are in the force, However
that stat may be increased by training both wisdom and intelligence with
mobs around the mud.
See also help Train.
~
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 GAIN~
This command is not currently implemented.
~
1 GAMORR GAMORREAN~
~
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.
~
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 GOSSIP~
Syntax : gossip <message>
This command is now the same as OOC
See OOC
~
100 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~
&W. _________________ ____ __________
. . / | / \ . | \
. / ______ _____| . / \ | ___ | .
\ \ | | / /\ \ | |___> |
. \ \ | | / /__\ \ . | _/
. ________> | | | . / \ | |\ \_______
| / | | / ______ \ | | \ |
|___________/ |___| /____/ \____\ |___| \__________|
. ____ __ . _____ ____ . __________ . _________
\ \ / \ / / / \ | \ / |
\ \/ \/ / / \ | ___ | / ______| .
\ / / /\ \ . | |___> | \ \
. \ / / /__\ \ | _/. \ \
\ /\ / / \ | |\ \______> | .
\ / \ / / ______ \ | | \ /
. . \/ \/ /____/ \____\ |___| \____________/
&B*** &WREALITY &B***
&WSWReality 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 account name&B:&W
~
1 GRENADES~
.
Syntax : Arm (grenade)
This skill allows you to arm grenades, before using them.
Ussually combined with the throw skill.
~
1 GRIP~
This skill is automatic, once practiced. The skill causes you to grip
your weapon tightly as someone tries to disarm you, making it far more
difficult to successfully disarm you. This skill will only increase as
you are engaged in fights where someone is attempting to disarm you.
~
0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
All of these commands send messages to other players. GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying. ';' is a synonym for GTELL.
SAY sends a message to all awake players in your room. The single quote '''
is a synonym for SAY.
TELL sends a message to one awake player anywhere in the world.
REPLY sends a message to the last player who sent you a TELL. REPLY will work
even if you can't see the player, and without revealing their identity. This
is handy for talking to invisible or switched immortal players.
~
1 GUILDS~
Not currently implemented.
~
1 GUILDTALK~
Not currently implemented.
~
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.
~
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 |
| flee norecall autoexit autoloot gag | mail time password slist report typo |
| autosac autocred pager blank brief | powers skills weapons languages idea |
| combine nointro prompt telnetga ansi |--------------------------------------|
| sound shovedrag nosummon | 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.
~
1 "HEIGHTENED STRENGTH"~
.
Syntax : Heightened accuracy
Increase your hitroll for a short time.
~
101 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>
The hell command sends a character to hell for a given period of time. It
automatically releases the character when their time has been served. Upon
being helled, the character receives the message, "The immortals are not
pleased with your actions. You shall remain in hell for <time period>."
Hell takes arguments of either hours or days. To hell someone for 3 hours,
"hell <character> 3 hours." To hell someone for three days, "hell <character>
3 days". Hell will default to hours if hours or days is not specified.
To release a player from hell early, simply "unhell <character>".
~
0 HELP~
|--------------------------------------|--------------------------------------|
| MOVEMENT | GROUP |
| north east west south northeast exit | follow group gtell ; split |
| northwest southeast southwest sleep |--------------------------------------|
| rest sit wake stand somewhere unlock | INFORMATION |
| 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 dig| say tell chat question answer auction|
| 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.
~
1 HELP BUILD BUILDER BUILDING~
SWreality Building:
TABLE OF CONTENTS
***************************************************************************
HELP BUILD - This file ( Contents )
HELP BUILD1 - Assigning Areas
HELP BUILD2 - Room Building Basics
HELP BUILD3 - Mob Building Basics
HELP BUILD4 - Object Building Basics
HELP BUILD5 -
HELP BUILD6 -
HELP BUILD7 -
HELP BUILD8 -
HELP BUILD9 -
***************************************************************************
See HELP BUILD1
~
1 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
~
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~
Syntax: hide
Syntax: sneak
Syntax: visible
If you successfully HIDE, other characters and creatures cannot see you
unless they are affected by 'detect hidden'.
If you successfully SNEAK, you can move from place to place without being
noticed by other characters.
In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
effectively making you visible again to all.
~
1 HIJACK~
.
Syntax : Hijack
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 '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~
~
0 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.
~
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 LIGHTSPEED~
.
Syntax : Calculate (system) (x) (y) (z)
Then Hyperspace or Lightspeed
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
~
101 IMMORTALIZE~
Syntax: immortalize <character>
Used to advance a level 100 character (avatar) to level 101 (the first
level of immortality). This command will destroy the character's
inventory and display to them a pre-written message.
~
101 IMOTD~
WE are now listed with mudconnect so be prepared for mortal onslaught :p
~
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 INFO~
Syntax : info
Syntax : info <ship name>
This command shows infomation on either the ship you are in (no ship name)
or information on the ship specified.
~
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.
~
1 "INNER STRENGTH"~
.
Syntax : Inner Strength
This skill will increase both your constitution and you max
hit points for a short time.
~
101 INSTALLAREA~
Syntax: installarea <area filename> <full area name/title>
Installs a prototype area into the mud as a non-prototype area. The
filename can be fixed with aset (don't forget to foldarea afterwards).
Installarea renames the installed area file from 'author.are.file' to
'author.are.installed' so that the builder may be assigned new vnums.
~
101 INSTAROOM INSTAZONE~
Syntax: instaroom
Functions the same as instazone, but is room-based instead of area-based.
Syntax: instazone [nodoors]
This command lets your instantly create a whole set of resets for your area
based on all the mobiles and objects contained within your area.
All you have to do is place each mob in its proper room, wearing what it
should be wearing, carrying what it should be carrying, and objects in their
proper places, or in their proper containers, and doors in their proper
states, (open, closed, locked). The instazone command will clear out your
current resets (if any), and create new ones for you.
You may optionally specify "nodoors" so that door resets will not be
created.
NOTE: This command will wipe out any existing resets! Do not use this
command after you have added your own resets with 'reset add'.
The recommended procedure is to use instazone, then use the 'reset' command
to add any special resets, and NOT use instazone again.
See RESET and RESETCMDS.
~
1 INTELLIGENCE INT~
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...
Intelligence is the prime attribute of the mage.
~
101 ITEMVALUES~
In these values, 'sn' is a power number; a negative value means 'no power'.
Item Type |V0 |V1 |V2 |V3 |V4 |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor |current AC |original AC | |obj timer | |
container |capacity |flags |key vnum |condition | |
drinkcon |capacity |quantity |liquid # |poison? | |
food |food value |(condition) | |poison? | |
herb | |charges |herb # | | |
key |(lock #) | | | | |
lever |leverflags |vnum/sn |vnum |vnum/value | |
light | | |hours left | | |
money |# of coins |coin type | | | |
pill |power level|sn 1 |sn 2 |sn 3 |food val |
potion |power level|sn 1 |sn 2 |sn 3 | |
salve |power level|max charge |charges |delay |sn |sn
scroll |power level|sn 1 |sn 2 |sn3 | |
staff |power level|max charges |charges |sn | |
switch |leverflags |vnum/sn |vnum |vnum/value | |
trap |charges |type |level |flags | |
treasure |(type) |(condition) | | | |
wand |level |max charges |charges |sn | |
weapon |condition |num dice |size dice |weapontype | |
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, and WEAPONCONDITION.
~
1 JAWA JAWAS~
Small, foul smelling creatures, Jawas live almost exclusively on Tatooine.
Their personal habits and way of life make them fairly repulsive to many
other races. Their size does give them an edge on dexterity, and the
constant work they do on machinery gives them a similar edge in intelligence.
While over 99% of all Jawas live on Tatooine, some have been seen elsewhere.
The lower levels of Coruscant are rumored to harbor some, as well as a most
unlikely locale, Smuggler's Run.
~
1 JEDIS "JEDI KINGHT" JEDI~
.
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.
~
1 LAND~
Syntax : land
Syntax : land <location>
This command lands the ship at the specified location or diplays the
available landing site.
~
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.
~
1 LAUNCH~
Syntax : launch
Launchs the ship.
~
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.
~
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 | 1048576 | Casts a spell (sn in value1) (level in value2)
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
ANOTHERROOM *| 33554432 |
USEDIAL *| 67108864 |
ABSOLUTEVNUM *| 134217728 |
SHOWROOMDESC | 268435456 | When used with TELEPORT(s) it will show the room's description.
AUTORETURN | 536870912 | Will prevent returning the device to its original position when set.
See OSET and ITEMVALUES. * = not yet implemented.
~
1 LEAVESHIP~
Syntax : leaveship
Leaves the current ship (at hatch).
~
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
~
101 LIQUIDTYPES~
Value | Liquid Type
------------------------------
0 | water
1 | beer
2 | wine
3 | ale
4 | dark ale
5 | whiskey
6 | lemonade
7 | firebreather
8 | local specialty
9 | slime mold juice
10 | milk
11 | tea
12 | coffee
13 | salt water
14 | cola
See OSET and ITEMVALUES.
~
101 LITTERBUG~
Syntax: litterbug <player>
Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~
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.
~
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
~
101 MAKEBOARD~
Syntax: makeboard <board filename>
Example: makeboard newboard.brd
Used to create a board file, which can then be defined using 'bset'.
See BSET, BSTAT and BOARDS
~
101 MAKECLAN~
Syntax: makeclan <clan name>
Example: makeclan Retribution
Used to create a new clan, Order or guild, which can then be defined using
the 'setclan' command. Orders, guilds and clans are distinguished using the
'type' field in 'setclan'.
See SETCLAN, SHOWCLAN
~
1 MAKECONTAINER "MAKE CONTAINER"~
.
Syntax : Makecontainer (location) (name)
Used to make containers that mat be worn all over the body.
Note : Different fabics are worn on different layers.
~
1 MAKELIGHTSABER "LIGHTSABER CRAFTING"~
Syntax : makelightsaber <name>
Used be the force sensitive to make lightsabers.
Note that up to three crystals can be used in production. If you have one-three
in your inventory then they will ALL be used.
~
1 MAKESPICE~
Syntax : makespice <item to use>
This makes spice from unrefined spice.
~
101 MAKESTARSYSTEM~
Syntax : makestarsystem <system name>
Creates a starsystem using that name, remember to then use setstarsystem to set the
system's filename or the system won't save.
~
101 MAKESHIP~
Syntax : makeship <filename> <ship name>
This command makes a new ship info file, remember to make the areas that go with it!
~
101 MAKECOUNCIL MAKEGOVERNMENT MAKEGUILD~
This command is not implemented
Syntax: makecouncil <council name>
Example: makecouncil Newbie Council
Used to create a new council, which can then de defined using 'setcouncil'.
See SETCOUNCIL
~
101 MAKEREPAIR~
Syntax: makerepair <mobvnum>
Automatically gives the mobile the ability to repair damaged equipment.
Use 'repairset' to set the parameters by which the shop will function.
See REPAIRSET, REPAIRSTAT, REPAIRSHOPS
~
101 MAKEPLANET~
Syntax : makeplanet <planet name>
Creates a planet with stated name, don't forget to use setplanet to set the filename.
~
101 MAKESHOP~
Syntax: makeshop <mobile vnum>
Creates a new shop and assigns it to a mobile.
The levels of the items in the shop are picked randomly based on item type:
--------------------------------------------
|Item Type | Level Range |
--------------------------------------------
| default | 0 |
| pill | 0 to 10 |
| potion | 0 to 10 |
| scroll | value[0] of the scroll object |
| wand | 10 to 20 |
| staff | 15 to 25 |
| armor | 5 to 15 |
| weapon | 5 to 15 |
--------------------------------------------
See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES
~
101 MAKEWIZLIST~
Syntax: makewizlist
Used to generate a new wizlist during game operation (a new wizlist
is automatically created at each reboot). A character recently
immortalized may need to 'save' first if they don't show up on the
newly created wizlist.
~
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~
The menu commands are no longer in operation.
~
-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.
~
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~
The menu commands are no longer in operation.
~
-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
The MOBprograms have been contributed by N'Atas-ha.
Haus hacked together room && obj programs 'cause
he got sick of failing to add lever bitvectors,
and cause he thought Carnage was a
Trancendentally Cool Mud.
~
101 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act {p} <keyword / phrase> [emotes, socials, actions, bamfs]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Fight <percentage> [random, within a fight, based on percentile]
Hitprcnt <percentage> [percent is % of mob's max H.P.]
Greet <percentage> [entry that mob can see, by mob/player]
Allgreet <percentage> [entry by a mob/player, regardless if seen]
Entry <percentage> [when the mob itself enters a room]
Bribe <amount of gold> [when a player gives the mob money]
Death <percentage> [when the mob dies]
Script {hour} [loops a line at a time. Hour triggers start]
Time <hour> [script prog, runs once on hour specified]
Hour <hour> [loops as Script for an hour from start hour]
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
NOT in Time or Hour progs.
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~
1 MON CALAMARI CALAMARIS "MON CALAMARI" "MON CALAMARIAN"~
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~
&G
Sound has been added to star wars reality via the mud sound protocol. If
you are using zmud download the file
http://mud.gator.net/-swreality/sounds.zip and unzip it in your zmud
directory for this mud. & C Then all you have to do is log in and type
"&Wsound on&G" and you should be hearing things :) &w
&PI add a couple changes every few days ... check the message boards often
important.&w
&R^zWARNING&Y^x BLASTERS ARE NOW AS DANGEROUS WHEN WIELDED NY MOBS AS THEY
ARE BY PLAYERS. &WClone often!!! &YBecause of the danger you may now pay
for cloning with a bank loan .. however pay it off quickly as interest and
loan officers will soon be introduced.
&W
~
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~
Syntax: mount <mob>
Syntax: dismount
Mount is a skill, which allows you to mount certain mobs. Being mounted
on a mob cuts down on movement points that are used whenever you move.
New water sectors allow a person mounted to traverse them without damage
from drowning. If you are in an area where your movement points begin
to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you
should try to mount immediately.
~
1 MOVE~
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 MPNOTHING~
Syntax : mpnothing
This smiply does nothing, apparently used for scripts.
~
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 MPGAIN~
Intended use is unknown.
~
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.
~
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~
.
&R
Multiplaying Is Illegal here in any way shape or form.
We only allow one character per player .
Note :This Includes sharing passwords.
&g
See also help rules , help suicide.
~
101 MUSE~
Syntax: muse <message>
Allows you to use the 'muse' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to muse can be controlled with 'cset'.
See CSET
~
-1 M_ADVHERO_~
Well done!
~
-1 M_BALZHUR_~
Suddenly 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~
Syntax: name <newname>
This command allows a pre-auth player to change their name to something
else if their original choice has been denied.
~
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~
.
Navigation is the skill that allows you to pilot a ship succesfully
It is an automatic skill.
See also Help coordinates. help hyperspace , help course
~
1 NEW NEWBIE START BEGIN~
Unfortunately alot of the help files aren't done yet... If you get
stuck on anything use the newbie channel and hopefully someone will
be able to help you :)
Here are some commands in SWReality that you might not find on most
muds
ammo, board, leaveship, newbiechat, hail, reclass, pluogus,
clone
Here are a list of newbie friendly areas by planet:
Coruscant: Mountain School of Self Defence
Adari: Newbie Zone
Pluogus: Holochambers
Tatooine: Womp Rat Caves
To the east of manari spaceport on coruscant is a building that conatins
several "job obertunities" some of which might be ok for newbies as
well.
&R
See also , Help Multi, Help Death, Help IC, Help Jedi
&g
~
1 NEWBIECHAT~
Syntax : newbiechat <message>
This channel can be used to ask questions about the MUD until you reach
level 6.
~
101 NEWCLAN~
Immortals should use the MAKECLAN command.
See MAKECLAN.
~
1 NEWCLAN~
Syntax : unknown
This command is not currently available to mortals.
~
101 NEWBIESET~
Syntax: newbieset <character>
NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory. Recipient must be level 5 or lower.
~
-1 NEWS~
Listing of recent news
~
101 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~
-1 NMOTD~
Welcome to SWReality.
There is a help file to help you get started. Type "help newbie" to view it.
You also need to read the "help rules" file for obvious reasons.
If you notice that people are speaking gibberish thats probably because you
don't speak their language. ig. most humans don't understand wookie.
You'll have to learn other ways to communicate until you are able to learn
other languages ... see "help speak" for more info
Have fun .... :)
NOTE: We are still a very young mud and alot that maybe should be finished
isn't... please bear with us as we experience some of these early growing
pains.
~
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.
~
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.
~
101 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear <percentage> [when a player wears the object]
Remove <percentage> [when a player removes the object]
Speech {p} <keyword / phrase> [says or tells from same room as mob]
Rand <percentage> [randomly triggered based on percentile]
Sac <percentage> [when a player sacrifices the object]
Zap <percentage> [when the player is zapped due to alignment]
Get <percentage> [when a player gets the object]
Drop <percentage> [when a player drops the object]
Damage <percentage> [when the object is damaged]
Repair <percentage> [when the object is repaired]
Greet <percentage> [when a mob/player enters the room]
Exa <percentage> [when the object is Examined or Looked upon]
Look ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push <percentage> [when a player pushes an object]
Pull <percentage> [when a player pulls an object]
Use <percentage> [see 'help useprog' for details]
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~
1 OFFICER~
~
0 OLDSCORE~
Syntax: oldscore
Oldscore shows the score information in a different way than 'score'.
~
101 OLIST~
Syntax: olist
: olist <first object>
: olist <first object> <last object>
This command will list all of the prototype objects in your area, when used
with no arguments. When used with a single argument it will list all
objects including and after the argument, and when used with two arguments,
it will list all objects including and between the two.
~
101 OMENU~
The menu commands are no longer in operation.
~
101 OPEDIT~
Syntax: opedit <object> <command> [number] [program] [arguments]
Syntax: opedit <object> add <program> <arguments>
Syntax: opedit <object> insert <number> <program> <arguments>
Syntax: opedit <object> edit <number> [program] [arguments]
Syntax: opedit <object> delete <number>
Syntax: opedit <object> list
Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger. Object programs are like mobprograms, with trigger differences.
To edit an Objprogram, you must be holding the object in your inventory.
See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
1 OPENBAY CLOSEBAY~
These commands are not current implemented.
~
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 ORDERS ORDERTALK OT~
No order commands are currently implemented.
~
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.
~
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.
~
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 PC NPC~
PC = player character
NPC = non-player character
~
101 PEACE~
Syntax: peace
PEACE causes all characters in a room to stop fighting.
~
0 PEEK~
This skill shows you a character's inventory when you look at a character.
Use of the skill is automatic once you have practice it.
~
0 PET PETS~
You can buy pets in the pet shop. You may buy one more pet each time you
advance in level. Your pet-buying opportunities do not accumulate; use them or
lost them. This policy prevents wholesale abuse of pets.
~
1 "PICK SHIP LOCK"~
.
Syntax : Pick Ship (Ship name)
A usefull skill if you wish to borrow someones ship for a time.
~
1 'PICK LOCK'~
Syntax : Pick (direction)
This skill enables you to pick open locked doors.
~
1 PILOT~
~
1 -PK- PK PKILL PKILLING~
&W Player killing is legal on SWReality. However please note the
following:
If you kill a player who doesn't have a bounty on their head and isn't
themselves wanted you will get a &RWanted for Murder&W tag after your name
as it appears on the who
list.
This doesn't affect your character in any way ... however killing someone
who has that flag is rewarded with the much sought after bounty hunting
experience.
So be warned if you kill you will probably be hunted by alot of people.
please note:
Newbie killing is dicouraged.
Killing should be kept in character.
~
1 PAGER~
Syntax : Pager
Toggles the pagelength limiter.
~
1 PLANETS~
Syntax : planets
Shows the status of all planets.
~
0 'PLANT PASS'~
Syntax: feel '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 PLUOGUS TOCCA~
Syntax : pluogus or tocca
Shows the current location of the intersystem buses.
~
0 POISON~
Syntax: feel poison <victim>
This power reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate.
~
0 'POISON WEAPON'~
Syntax: 'poison weapon' <weapon>
Poison weapon is a skill, unique to thieves, which enables them to coat
the tip of their weapon with a deadly poison. In battle, this poison
will cause ill effects on its recipient. Be warned however, it has been
told that poison has a strong lessening effect on the lifetime of
weapons. To poison a weapon, you must have the weapon, poison, and a
full waterskin in your inventory.
~
101 'POSSESS'~
Syntax: cast 'possess' <mob>
This power enables you to switch into a mob for a short amount of time.
~
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.
The higher your wisdom, the more practice sessions you will have each time you
gain a level. Unused sessions are saved until you do use them.
All characters may practice skills, powers, and weapons in the Academy.
~
0 PROMPT~
Syntax: prompt <string>
Sets your prompt to a given string.
The game automatically sets your prompt when your character is created.
You can use PROMPT to change your prompt to something else.
If you type 'default' as the string, your prompt will be set back to the
game default. Otherwise you may use any string you want. A few special
characters may be embedded into the string to customize it to your
player, followed by a token indicating what action to take.
The first special character is: %
Tokens for % are:
%h - current hitpoints
%H - maximum hitpoints
%m - current forcepoints
%M - maximum forcepoints
%v - current movement
%V - maximum movement
%g - gold held
%a - your alignment
%r - vnum of current room (Immortal only)
%R - vnum of current room (Immortal only, and only if config +vnum is
set. Shows '<#vnum> ', including trailing space)
%x - current experience
%X - experience needed to gain a level
%i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing
space)
%I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis
is active)
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.
~
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~
Syntax: punch <mob>
Punch is a skill which can only be used once a fight has started. It
will reduce the hit points of your opponent if successful.
~
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~
Syntax: QUEST <message>
The quest channel is one which is typically used when a quest is being
run, to notify players who are involved as to new updates.
~
0 RACE RACES~
There are currently 16 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
~
1 RADAR~
Syntax : radar
Shows the coordinates of all ships, stations, stars and planets in the
current starsystem.
~
100 RECALL~
Syntax : recall
Recalls immortal to Omnipresent Being's Monitering Room.
~
101 RANK~
Syntax: rank <argument>
Allows the character to change the text of their 'rank' on the who listing.
(ranks are such things as 'Avatar', 'Immortal', etc.)
~
101 RASSIGN MASSIGN OASSIGN~
Syntax: rassign <character> <begin vnum range> <end vnum range>
These commands allow you to assign a range of vnums to an immortal for
so that they may build inside that range. Use the 'checkvnums' command
before assigning a range to ensure that there will be no vnum conflicts.
You can also use the 'vnums' command for a complete list of currently
allocated ranges, and the 'newzones' command for a complete list of
prototype vnum ranges.
Warning: *Never* assign any vnums to a character who has another vnum
range assigned to them via 'aassign'. Simply be sure to have the
character type 'aassign none' before assigning vnums to them.
Example: massign Joseph 9000 9099
This will assign the vnum range from 9000 to 9099 for rooms to Joseph.
It is best to keep an areas object, room and mob range the same.
Be sure to always use 'checkvnums' to ensure the vnums you are going to
assign are clear.
See CHECKVNUMS, ZONES, NEWZONES, VNUMS
~
101 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
Rat, or 'range at' is the at command with the added parameters of two
room vnums. Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
Example: rat 100 110 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~
101 RDELETE MDELETE ODELETE~
Syntax: rdelete <vnum>
Syntax: mdelete <vnum>
Syntax: odelete <vnum>
These commands will allow you to delete a vnum's entry online.
They are not currently functional.
~
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 101 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 ADVANCEDEXITS.
~
101 REDIT_FLAGS~
~
101 REDRAW~
Syntax: redraw
This will redraw the whole screen, and update the menu that is being worked
on if any.
See REFRESH.
~
1 REFRESH~
Syntax: feel refresh <character>
This power refreshes the movement points of a character who is out of movement
points.
~
101 REGOTO~
Syntax: regoto
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
See GOTO
~
1 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
~
1 REFUEL RELOAD~
These commands are not implemented.
~
1 RESIGN~
Syntax : resign
Resigns from your current clan.
~
1 REPAIRSHIP~
Syntax : REPAIRSHIP <item>
In an engineroom this command allows you to repair one of the following:
hull, drive, launcher, laser, turret 1, or turret 2.
~
101 RESETSHIP~
Syntax : resetship <ship name>
Resets all the ships stats(including ownership) and returns it to its
original location.
~
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
~
1 REVERT~
Syntax : revert
Reverts to your natural state.
~
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~
The menu commands are no longer in operation.
~
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.
~
101 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
ssociated with that trigger.
To edit a toomprogram you must be in the room.
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
101 RPSTAT~
Syntax: rpstat
Rpstat will display all of the roomprograms that have been written for a
room. You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~
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~
This mud currently is much like the Death Star in ROTJ. It is mostly
just a frame and is missing great big chunks. However it is almost
fully operational....
Basicly it is in playable condition even though there is not yet much
to see and do.
As far as rules go...
1. ROLEPLAY - always except in the ooc and newbie channels.
2. Try and be nice to newbies.
&C
3. ONLY ONE CHARACTER PER PLAYER IS ALLOWED. If you don't like your char
there is an airlock on the pluogus for killing it. Do it before making a
new one. If you have more than one you risk loosing them all.
&g
See Help Pkill , help multi , help jedi
~
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 SAVE~
Syntax: Save
SAVE saves your character and its inventory; you must be at least second
level to save. The system automatically saves one character approximately
minute, but with the high number of players usually online it may take
hours before your own is auto-saved. For this reason, you should not
rely on auto-save to keep your character updated -- save frequently.
Type SAVE immediately after recovering your corpse, gaining experience or
a level in battle, getting new items, making purchases or repairs, etc.
Some objects (such as keys) may not be saved.
~
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'~
Syntax: scan <direction>
This skill enables you to scan for one or more rooms in the direction
specified, dependent on the percent to which the skill is practiced,
and the type of area you are in.
~
1 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.
~
0 SEARCH~
Syntax: search
Syntax: search <container>
Sometimes not all there is to find is in clear view. Some things may be
concealed or hidden, and will require some searching to find.
~
0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~
These skills let you attack more than once during a combat round. Use of
these skills is automatic once you have practice them.
You can practice THIRD ATTACK before you have mastered SECOND ATTACK,
although it isn't efficient to do so.
~
101 SECTORTYPES~
INSIDE 0
CITY 1
FIELD 2
FOREST 3
HILLS 4
MOUNTAIN 5
WATER_SWIM 6
WATER_NOSWIM 7
UNDERWATER 8
AIR 9
DESERT 10
UNKNOWN 11
OCEANFLOOR 12
UNDERGROUND 13
~
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 "SEE MASKING"~
.
Syntax : See Masking
this skill lets you see masking of both objects and people.
~
1 SETBLASTER~
Syntax : setblaster <full|high|normal|half|low|stun>
Alters your blaster's power setting.
~
101 SETSHIP~
Syntax : setship <ship> <field> <values>
Field being one of:
filename - file name rockets - No of rockets
name - Ship's name torpedos - No of torpedos
owner - Ship's owner class - ship class
copilot - extra pilot comm - unknown to me!
pilot - ditto astroarray - ditto
description - ship description sensor - ditto
home - home starsystem chaff - No of chaffs
cockpit - cockpit vnum energy - fuel
entrance - hatch vnum hull - hull strength
turret1 - turret vnum shield - shield strength
turret2 - ditto missiles - No of missiles
hanger - hanger vnum lasers - No of lasers
engineroom - engine room vnum tractorbeam - not in use
pilotseat - pilot seat vnum hyperspeed - hyperspace speed
coseat - copilot seat vnum speed - realspace speed
gunseat - gunnery seat vnum manuever - manueverability
navseat - navigation seat vnum shipyard - vnum of shipyard
firstroom - first vnum lastroom - last vnum
~
101 SETSTARSYSTEM~
Syntax : setstarsystem <starsystem> <field> <values>
Field being one of:
name filename xpos ypos,
star1 s1x s1y s1z gravitys1
star2 s2x s2y s2z gravitys2
planet1 p1x p1y p1z gravityp1
planet2 p2x p2y p2z gravityp2
planet3 p3x p3y p3z gravityp3
location1a location1b location1c doc1a doc1b doc1c
location2a location2b location2c doc2a doc2b doc2c
location3a location3b location3c doc3a doc3b doc3c
~
101 SHOWSHIP~
Syntax : showship <ship name>
Shows the stats of the ship.
~
101 SHOWSTARSYSTEM~
Syntax : showstarsystem <system name>
Shows the systems stats.
~
1 SMOKE~
Syntax : smoke <object>
Smokes pipe.
~
1 SPEED VELOCITY ACCELERATE~
Syntax : speed <speed>
Sets speed of vessel in realspace.
BTW velocity should never have been used here as it doesn't
require you to specify a direction too.
~
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
~
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
~
1 STARSYSTEMS~
Syntax : starsystems
Shows current starsystems.
~
1 STATUS~
Syntax : status <ship name>
Shows ships status. Shows current ship when no ship specified.
~
1 SPACETALK~
Syntax : spacetalk <message>
Channel for space.
~
1 SYSTEMTALK~
Syntax : systemtalk <message>
Sends message to all ships in current starsystem.
~
1 SHIPTALK~
Syntax : shiptalk <message>
Sends message to all on current ship.
~
1 SENATE~
Command not in operation.
~
1 SOUND~
Syntax : sound <on|off>
Sets sound status.
Sound available from www.bigfoot.com/<tilda key>SWReality
~
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 SYSTEMS" ~
.
This is the skill that allows you to check your ships current
statis while inside it.
~
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 SETPLANET~
Syntax : setplanet <planet> <field> [value]
Field being one of:
base_value - Planet's base value
flags - planet flags : permanent
name - planet name
filename - filename
starsystem - starsystem of planet
governed_by - government
~
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 SHOWPLANET~
Not in operation.
~
1 TAMP~
Syntax : tamp <object> <object>
Tamp's pipe.
~
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.
~
0 SIT~
Syntax: sit
Sit makes your character sit down.
~
100 SIZE EQ_SIZE~
There are now four sizes of EQ: small_size, human_size, large_size and
hutt_size. Please set one of these flags for all eq .. you'll have to
do it online. Heres the race breakdown for who can use what:
small_size: jawa, noghri, ewok
human_size: Human, Rodian, Twi'lek, Adarian
large_size: Wookiee, Mon Calamarian, Gamorrean
hutt_size: Hutt
See also help Oset and help Layers.
~
1 SKILLS~
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.
~
101 SLAY SLA~
Syntax: slay <victim> [immolate/shatter/demon]
SLAY kills a character in cold blood, no saving throw.
The optional parameters cause different messages to be sent to the actor,
the victim and the room, just for a bit of variety.
Slay bypasses auto actions such as autoloot and autosac. Slay should not
be used to test death_programs on mobs, as it is not the same as an actual
death to the mobile and may not return accurate results.
~
0 SLEEP~
Syntax: feel sleep <victim>
This power puts its victim to sleep.
~
0 SLINK~
This power makes you more dexterous for its duration.
~
0 SLIST~
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 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 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~
.
Syntax : Snipe (direction) (target)
This skill allows you to engange enemies at 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.
~
1 "SPACE COMBAT 1" "SPACE COMBAT 2" "SPACE COMBAT 3"~
.
All the space combat skills add to your proballity to destroy
another ship while enganged in space combat. This is an
automatic skill.
~
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~
The syntax for a spec proc is:
mset <mob vnum> spec spec_<program desired>
mset <mob vnum> spec_2 spec_<program desired>
Here is a list of the spec programs:
spec_jedi, spec_jedi_healer, spec_dark_jedi,
spec_fido, spec_janitor, spec_poison, spec_thief,
spec_auth *DO NOT USE* its for one mob only in the academy,
spec_stormtrooper, spec_new_republic_trooper, spec_guardian,
spec_customs_smut, spec_customs_alcohol,
spec_customs_weapons, spec_customs_spice,
spec_police_attack, spec_police_fine,
spec_police_jail, spec_police
~
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
~
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~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>
STEAL attempts to steal coins, or an object, from a mob or another player.
There are penalties for using STEAL on other players.
In order to STEAL successfully, you must practice the skill.
~
1 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 500kgs; Warriors and Rangers can have a maximum of 25 strength, and
can therefore carry up to 999kgs when their strength is at its maximum.
Strength also affects (among other things):
- damage roll and hitroll; for each additional point of strength, each
of these will increase
- chances of success for bash, stun, bashdoor, shove and drag, and the
ability to dual-wield heavier weapons
Strength is the prime attribute of warriors and rangers.
~
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~
Star Wars Reality- SWR 1.0
SWReality 1.0 copyright (c) 1997, 1998 was created by
Sean Cooper (specs@golden.net) and was based on a concept
and ideas from the original SWReality immortals:
Sean Cooper Durga
Mark Matt Merth
Jp Coldarone Exar
Greg Baily Thrawn
Ackbar, Satin, Streen and Bib as well.
SWReality 1.0 has been updated, fixed, and bug list
applied by Samson and applied as SWR:FUSS 1.1
~
1 TAKEDRUG DRUG DRUGS SPICE RHYLL~
.
Syntax : Takedrug (drug)
This allows all the junkies to get there fix.
~
1 TRACTORBEAM~
Not in use.
~
1 TEACH~
Syntax : teach <player> <skill>
If you have a skill at adept (100%) you may teach it to another player.
Player must be able to practice skill normally to be taught.
~
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 THIEF THIEVES~
~
0 THIEF THIEVES~
The thief is a dark character which makes use of many skills often deemed
improper by the rest of society. The skills of the thief reflect his way
of life, namely sneaking in the dark, picking locks, and attacking from
behind with deadly backstabs. Thieves have always had a bad reputation
so don't be suprised if you are always under suspicion. Thieves start off
fairly weak, but as they gain skills such as backstab and circle they soon
become dangerous foes. A thief is always usefull when there is a lock
that needs opening or an item that needs to be stolen.
~
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~
.
Syntax : Throw (direction)
A usefull skill that allows you to throw what you are holding
into an 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>
Sets your title to a given string.
The game supplies a title when your character is created and when you
advance a level. You can use TITLE to set your title to something else.
~
101 TONGUE TONGUES~
The different languages include common, wookiee, twilek, rodian, hutt,
mon calamari, noghri, ewok, gamorrean, jawa, adarian, verpine, defel,
trandoshan, chadra-fan, quarren and duinuogwuin.
~
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~
Syntax : Torture (mob/player)
This handy skill allows you to permenatly remove hit points from
a mob or player.
~
0 TRACK~
Syntax: track <mob>
Track will assist you in tracking down a mob that is within the area,
giving you its general direction. This can also be used to track
other players.
~
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.
There is no cost for training, just the long time it takes.
If you input ANY commands during training the training will
be aborted.
~
1 TRANCE~
Syntax: trance
A character in possession of this skill may use it to briefly focus its
energies toward restoring a small burst of force.
~
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.
~
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
~
101 'TRUE SIGHT'~
Syntax: feel 'true sight'
This power can only be cast upon yourself. It is a combination of
infravision (enabling you to see in the dark), detect invisible,
and detect hidden. This power also allows you to see through
blinding attacks.
~
101 TRUST~
Syntax: trust <character> <level>
TRUST sets a character's trust to the specified level. This is similar to
advancing the character for accessing immortal commands, but has no effect
on combat strength, et cetera. You can give more trust to mortal (or
immortal) characters to give them access to more power without messing up
the character. You can also restrict a player's trust to less than their
natural level.
A trust of 0 means to use the character's natural level again.
~
-1 TSR D&&D AD&&D~
. Dungeons && Dragons (tm) and TSR Hobbies Inc.
Here we'd like to duplicate the original credits from the Basic Rules,
Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc.
Acknowledgements:
The following individuals have made this work possible through its years of
evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold
Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow,
Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer.
DIKUMud's concepts were directly based on TSR's D&&D concepts.
~
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 USE ACTIVATE~
.
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.
~
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~
Syntax: feel ventriloquate <speaker> <message>
This power throws your voice, making it appear that some other object or
character in the room is saying your message. Victims who make their saving
throw will know that someone is using ventriloquism, but not who. Victims who
fail their saving throw will think that the object or character really did say
your message.
~
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.
~
101 VASSIGN~
Syntax : 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>.
~
101 VNUMS~
Syntax: vnums [low] [high]
Lists the vnum range for rooms/mobs/objects in all prototype areas.
~
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.
~
0 WEAKEN~
Syntax: feel weaken <victim>
This power reduces the strength of the victim by two points.
~
1 "WEAPON SYSTEMS"~
.
The weapon systems skill allows you to use the weapon systems
of the various spacecraft in the galaxy.
~
101 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:
Value3 | Type | Weapons
------------------------------
0 | hit | general
1 | slice | VIBRO-AXE
2 | stab | VIBRO-BLADE
3 | slash | LIGHTSABER
4 | whip |
5 | claw |
6 | blast | BLASTER
7 | pound |
8 | crush |
9 | shot | BOWCASTER
10 | bite |
11 | pierce | FORCE PIKE
12 | suction |
See OSET.
~
101 WEARFLAGS~
These flags should be self explanitory:
take finger neck body head legs
feet hands arms shield about waist
wrist wield hold ears eyes
See OSET and RESETCMDS.
~
1 WEARLOCS~
Here are the various locations where items may be equipped:
---------------------------------------------------------
| 0 | light | 1 | finger1 | 2 | finger2 |
| 3 | neck1 | 4 | neck2 | 5 | body |
| 6 | head | 7 | legs | 8 | feet |
| 9 | hands | 10 | arms | 11 | shield |
| 12 | about | 13 | waist | 14 | wrist1 |
| 15 | wrist2 | 16 | wield | 17 | hold |
| 18 | dual_wield | 19 | ears | 20 | eyes |
---------------------------------------------------------
See RESETS and RESETCMDS.
~
101 WHERE~
Syntax: where
Syntax: where <character>
WHERE without an argument tells you the location of visible players in the same
area as you are.
WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~
0 WHO~
.
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 number of practices a character gains each time it levels
- 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
Wisdom is the prime attribute of druids and clerics.
~
101 WIZHELP~
Syntax: wizhelp
WIZHELP provides a list of all the immortal commands.
~
0 WIZLIST~
Syntax: wizlist
Displays a hierarchical list of immortals.
~
0 WOOKIEE WOOKIEES~
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~
.
For more information on the mud check out its homepage at :
&W http://www.bigfoot.com/<tilda key>SWReality &g
~
1 ZAP~
Syntax : zap <target>
Uses currently held item on target.
~
101 ZONES~
Syntax: zones [low] [high]
Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~
-1 _DIEMSG_~
...Everything begins to fade to black
...and then
...nothing.
~
1 GENDI~
This is just a cheeky note to say that I have added alot more to this help file.
If you do use this file please maintain this note.
check out http://www.bigfoot.com/<tilda key>SWReality for more SWR files.
~
1 ADD_PATROL ELITE_GUARD GATHER_INTELLIGENCE GEMCUTTING MASS_PROPEGANDA SCRIBE SEDUCE SPECIAL_FORCES "TRACTOR BEAMS"~
These commands are not currently in operation.
~
1 BRIBE~
Syntax : bribe <mob> <ammount>
Increases support for your government through bribery. Only works on planets
governed by your clan.
~
1 "HEIGHTENED ACCURACY"~
Syntax : heightened accuracy
Increases your hitroll for a limited period.
~
1 JAIL~
Syntax : jail <player>
Sends a stunned player to your clan's jail.
~
1 LIMBER~
Syntax : limber
Increase your dexterity for a limited period.
~
1 MAKEARMOR~
Syntax : makearmor <wear location> <armor name>
This allows you to create armor for yourself and others using some material and
a sewing kit(reuseable).
~
1 MAKEBLADE~
Syntax : makeblade <blade name>
This allows you to make a vibro-blade using a toolkit(reuseable), some durasteel, a
battery and an oven (reuseable).
~
1 MAKEBLASTER~
Syntax : makeblaster <blaster name>
This allows you to make a blaster using a toolkit(reuseable), some durasteel, a battery,
an oven (reuseable), some circuitry and some sort of conductor.
~
1 MAKECOMLINK~
Syntax : makecomlink <comlink name>
This allows you to make a comlink using a toolkit(reuseable), a battery, some circuitry
and a crystal.
~
1 MAKEFLASHLIGHT~
Syntax : makeflashlight <light name>
This allows you to make a light using a toolkit(reuseable), a battery, a lens, some
circuitry and some chemicals.
~
1 MAKEGRENADE~
Syntax : makegrenade <grenade name>
This allows you to make a grenade suing a toolkit(reuseable), a drink container, a battery,
some circuitry and some chemicals.
~
1 MAKEJEWELRY~
Syntax : makejewelry <wear location> <name>
This makes jewelry that can be sold for a profit from some precious metal.
A toolkit and an oven are also needed.
~
1 MAKELANDMIND~
Syntax : makelandmine <mine name>
This makes a landmine using a toolkit(reuseable), a drink container, a battery, some
circuitry and some chemicals.
~
1 MAKESHIELD~
Syntax : makeshield <shield name>
This makes an energy shield using a toolkit(reuseable), a battery, some circuitry, a
conductor and a crytsal.
~
1 MINE~
Syntax : mine <object>
Allows you to place a landmine using a shovel.
~
101 "POST GUARD"~
Syntax : post guard
This command needs to be modified to post a clan guard if player is in a clan with a
guard clan as currently this command is only useful for the empire/republic and only
against the other.
~
1 "POST GUARD"~
Syntax : post guard
This posts a guard at your location.
~
1 PROPEGANDA~
Syntax : propeganda <mob>
This increases your clan's popular support if they control the planet or decreases
the current control's support if they don't.
~
1 REINFORCEMENTS~
Syntax : reinforcements
This calls some troopers to follow you.
~
1 "SHIP MAINTENANCE"~
This provides you with the skill REPAIRSHIP.
See REPAIRSHIP.
~
1 SMALLTALK~
Syntax : smalltalk <mob>
Increases support for your clan on planets they control.
~
1 "SPICE REFINING"~
This command allows you to make spice from unrefined spice using MAKESPICE.
See MAKESPICE.
~
1 BOWCASTERS "FORCE PIKES" LIGHTSABERS VIBRO-BLADES VIBRO-BLADE LIGHTSABER "FORCE PIKE" BOWCASTER~
These skills allow you to successfully wield some of the weapons found in the
Galaxy.
~
1 "AFFECT MIND"~
Syntax : feel "affect mind" <victim>
This attempts to control a person, if successful they will follow you for a
limited period.
~
1 ALERTNESS~
Syntax : feel alertness
This makes you more alert for a period.
~
1 BEAUTY~
Syntax : feel beauty <target>
Increases the charisma of target for a limited period.
~
1 "CREATE FIRE"~
Syntax : feel "create fire"
Creates a small contained fire in the room.
~
1 "CURE BLINDNESS"~
Syntax : feel "cure blindness" <target>
Cures blindness of target.
~
1 "CURE CRITICAL" CURE "CURE LIGHT" "CURE SERIOUS" HEAL~
Syntax : feel <type of healing> <target>
Heals the target, strength depends on ability, cure light does very
little, heal does alot.
~
1 "CURE POISON"~
Syntax : feel "cure poison" <target>
Removes poison from targets blood.
~
1 "DETECT DARKNESS" "DETECT FORCE" "DETECT INTENT" "DETECT MASKING" "DETECT POISON" "DETECT TRAPS"~
Syntax : feel "detect (ability)"
These abilities allow you to detect what they say. Intent gives you a
rough idea about your alignment.
~
1 "DISPEL DARK"~
Syntax : feel "dispel dark" <target>
Damages characters aligned with the dark side.
~
1 "DISPEL FORCE"~
Syntax : feel "dispel force" <target>
Removes any force affecting the victim.
~
1 "DRAIN ESSENCE"~
Syntax : feel "drain essence" <victim>
Drains XP, MANA and HP from victim.
User gains HP.
~
1 EARTHQUAKE~
Syntax : feel earthquake
Damages all players in the room on the ground.
~
1 FARSIGHT~
Syntax : feel farsight <victim>
Gives a room description of victims location.
~
1 FATIGUE~
Syntax : feel fatigue <victim>
Makes victim more susceptable.
~
1 FEEBLENESS~
Syntax : feel feebleness <victim>
Makes victim more susceptable.
~
1 FIREBALL~
Syntax : feel fireball <victim>
Sends a fireball at victim.
~
1 "FORCE BOLT"~
Syntax : feel "force bolt" <victim>
Sends a bolt of force at the victim.
~
1 "FORCE BUBBLE" "FORCE SHIELD"~
Syntax : feel "force bubble"
Syntax : feel "force shield"
Creates a force bubble/shield that lowers AC and increase resistance.
~
1 "FORCE FUNNEL"~
Syntax : feel "force funnel" <victim>
Makes victim more susceptable.
~
1 "FORCE LIGHTNING"~
Syntax : feel "force lightning" <victim>
Sends bolts of lightning into victim.
~
1 "FORCE SIGHT"~
Syntax : feel "force sight"
Allows user to see in the dark.
~
1 "FORCE SPRAY"~
Syntax : feel "force spray" <victim>
Cause minor damage to victim.
~
1 FORETHOUGHT~
Syntax : feel forethought
Increases wisdom for a limited period.
~
1 "GOOD FORTUNE"~
Syntax : feel "good fortune"
Increase hitroll and improves saving roll against the force.
~
1 "GROUP MASKING"~
Syntax : feel "group masking"
Masks all those in your group (including you).
~
1 "HAND OF DARKNESS"~
Syntax : feel "hand of darkness" <victim>
Cause heavy damage to target.
~
1 HARM~
Syntax : feel harm <victim>
Causes damage to victim.
~
1 "HEIGHTENED AWARENESS"~
Syntax : feel "heightened awareness"
Allows user to detect characters sneaking around.
~
1 ILLUMINATE~
Syntax : feel illuminate
Creates a ball of force light.
~
1 "INNER FORTRESS"~
Syntax : feel "inner fortress"
Improves constitution for a limited period.
~
1 "INVADE ESSENCE"~
Syntax : feel "invade essence" <victim>
Causes damage to victim.
~
1 "KNOW ESSENCE"~
Syntax : feel "know essence" <target>
Dispels information on target.
~
1 MASK~
Syntax : feel mask
Masks User for a limited period.
~
1 "PROTECTION FROM DARKNESS"~
Syntax : feel "protection from darkness"
Protect users from the darkside for a limited period.
~
1 "REMOVE MASKING"~
Syntax : feel "remove masking" <victim>
Makes victim visible.
~
1 "REMOVE TRAP"~
Syntax : feel "remove trap" <target>
Remove trap.
~
1 "RESTORATION"~
Syntax : feel "restoration"
Requires two people to cast and heals one target.
~
1 "SCORCHING SURGE"~
Syntax : feel "scorching surge" <victim>
Cause great harm to victim.
~
1 "SHOCKING GRASP"~
Syntax : feel "shocking grasp" <victim>
Send small lightning bolts through victim from your hands.
~
1 SLEEP~
Syntax : sleep <victim>
Sends victim to sleep for a limited period.
~
1 "UNRAVEL DEFENSE"~
Syntax : feel "unravel defense" <victim>
Makes victim more susceptable.
~
1 "FORCE BLAST"~
Syntax : feel "force blast"
Require THREE people and causes heavy damage to all in the room,
and then blinds everyone, including casters.
~
0 $~
#$