/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
ACIDBREATH=\
Ability    : Acidbreath\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Duh!

AGE=\
Ability    : Age\n\r\
Parameters : miliseconds old\n\r\
Example    : 106222323232\n\r\
Description: \n\r\
The ability to age from infancy (an item) to adulthood (a mob).

AMPUTATION=\
Ability    : Amputation\n\r\
Parameters : Removed Limb codes\n\r\
Example    : Don't worry about it\n\r\
Description: \n\r\
This ability governs amputated limbs.

AUTOSTACK=\
Ability    : Autostack\n\r\
Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])\n\r\
Example    : triggercount=1000 groupcount=10 checkticks=600\n\r\
Description: \n\r\
This ability governs the automatic packaging (as stacks) of identical items, \
whenever the total number of items in a room is larger than TRIGGERCOUNT, and \
whenever there are at least GROUPCOUNT identical items to package.  The checks \
are made every CHECKTICKS ticks.\n\r\
\n\r\
As this is a property, it will not operate only sporatically on rooms, but like \
clockwork on areas.

BROKENLIMBS=\
Ability    : BrokenLimbs\n\r\
Parameters : Broken Limb codes\n\r\
Example    : Don't worry about it\n\r\
Description: \n\r\
This ability governs broken limbs.

BLEEDING=\
Ability    : Bleeding\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This ability governs bleeding players.

COMPONENTS=\
Components refers to spell components/materials.  This is an optional \
system in CoffeeMud where you can create spell material, equipment, or \
component requirements for the casting of spells, or usage of skills. \
Archons, mobs, and those with the COMPONENTS security flag are exempt. \
You can enter LIST COMPONENTS to see current definitions, or CREATE \
COMPONENT to see how to define a new one.  You can DESTROY them too, of course. \
The list of components is maintained in resources/skills/components.txt

EXPERTISES=\
Expertises are flags that modify the effects of the numeric/gradiant aspects \
of spells, skills, prayers etc.  This includes things like range, durations, \
cost, damage, etc.  Players can gain expertises to enhance their skills by \
spending trains using the GAIN command. \
You can enter LIST EXPERTISE to see current definitions, or CREATE \
EXPERTISE to see how to define a new one.  You can DESTROY them too, of course. \
The list of components is maintained in resources/skills/expertises.txt

COLORS=COLORLIST
COLORLIST=\
Below are a list of the standard color codes for CoffeeMud.\n\r\
\n\r\
^N^^N Normal ^.^N\n\r\
^!^^! Bold ^.^N\n\r\
^H^^H Highlight ^.^N\n\r\
^_^^_ Underline ^.^N\n\r\
^*^^* Blink ^.^N\n\r\
^/^^/ Italics ^.^N\n\r\
^^. Reset (turns off reverse) ^.^N\n\r\
^^^^ Generates an untranslated "^^" character ^.^N\n\r\
^N^^? Restores previous color ^.^N\n\r\
^f^^f You-Fight ^.^N\n\r\
^e^^e Fight-You ^.^N\n\r\
^F^^F Fight ^.^N\n\r\
^S^^S Spell ^.^N\n\r\
^E^^E Emote ^.^N\n\r\
^T^^T Talk ^.^N\n\r\
^Q^^Q Channel Background ^.^N\n\r\
^q^^q Channel Foreground ^.^N\n\r\
^x^^x Important message 1 ^.^N\n\r\
^X^^X Important message 2 ^.^N\n\r\
^Z^^Z Important message 3 ^.^N\n\r\
^O^^O Room Title ^.^N\n\r\
^L^^L Room Description ^.^N\n\r\
^D^^D Direction ^.^N\n\r\
^d^^d Door ^.^N\n\r\
^I^^I Item ^.^N\n\r\
^M^^M MOB ^.^N\n\r\
^w^^w White ^.^N\n\r\
^g^^g Green ^.^N\n\r\
^b^^b Blue ^.^N\n\r\
^r^^r Red ^.^N\n\r\
^y^^y Yellow ^.^N\n\r\
^c^^c Cyan ^.^N\n\r\
^p^^p Purple ^.^N\n\r\
^W^^W Dark White ^.^N\n\r\
^G^^G Dark Green ^.^N\n\r\
^B^^B Dark Blue ^.^N\n\r\
^R^^R Dark Red ^.^N\n\r\
^Y^^Y Dark Yellow ^.^N\n\r\
^C^^C Dark Cyan ^.^N\n\r\
^P^^P Dark Purple^.^N\n\r\
^U^^U Unexplored Direction ^.^N\n\r\
^u^^u Unexplored Door ^.^N\n\r\
^b^~w^^~w White Background ^.^N\n\r\
^w^~g^^~g Green Background ^.^N\n\r\
^w^~b^^~b Blue Background ^.^N\n\r\
^w^~r^^~r Red Background ^.^N\n\r\
^b^~y^^~y Yellow Background ^.^N\n\r\
^b^~c^^~c Cyan Background ^.^N\n\r\
^w^~p^^~p Purple Background^.^N\n\r\
^^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)^.^N\n\r\
^^##xx 256 foreground (xx = hex number from 00 - ff)^.^N\n\r\
^^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)^.^N\n\r\
^^||xx 256 color background (xx = hex number from 00 - ff)^.^N\n\r\
\n\r* Note: when using background colors, the foreground must always come first.

COLORCODES=The following codes are available for channels definitions:\n\r\
WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY, \
GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE, BOLD, UNDERLINE, \
BLINK, ITALICS, BGWHITE, BGGREEN, BGBLUE, BGRED, BGYELLOW, BGCYAN, BGPURPLE, BGBLACK, \
BGDEFAULT

ANTIDOTE=\
Ability    : ANTIDOTE\n\r\
Parameters : empty, or poison keyword\n\r\
Example    : \n\r\
Example    : bee sting\n\r\
Description: \n\r\
This skill removes the affects of a poison.  If no parameter is given, it removes the \
affects of all poisons.  Otherwise, it removes the affects only of the poison represented \
by the parameters.  Like a Poison, an Antidote, if added to a drink, food, or armor, will \
impart its benefits when drank, eaten, or worn respectively.

DISEASECURE=\
Ability    : DISEASECURE\n\r\
Parameters : empty, or disease keyword\n\r\
Example    : \n\r\
Example    : cold\n\r\
Description: \n\r\
This skill removes the affects of a disease.  If no parameter is given, it removes the \
affects of all diseases.  Otherwise, it removes the affects only of the disease represented \
by the parameters.  Like a Disease, the DiseaseCute, if added to a drink, food, or armor, will \
impart its benefits when drank, eaten, or worn respectively.

DUELER=\
Ability    : Dueler\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This ability governs two dueling players.

WANDERHOMELATER=\
Ability    : WanderHomeLater\n\r\
Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)\n\r\
Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)\n\r\
Example    : once=false areaok=true minticks=10 maxticks=20\n\r\
Description: \n\r\
By default, as soon as a mob with this ability finds himself able to move, and no longer in combat, \
and not following anyone, and the room clear of PCs, he will wander back to his start room until he \
finds himself, once again, far from home.\n\r\
\n\r\
The default behavior can be modified with parameters.  AREAOK will allow the mob to wander, so long as \
he stays in his home area, only returning home if he finds himself outside his area.  IGNOREPCS will \
allow the mob to wander home even if other PCs are in the room watching him.  IGNOREFOLLOW will \
allow the mob to wander home even if he is following someone, magically or otherwise.  ONCE will \
make this property work only one time, deleting itself after the mob has gone home. MINTICKS and MAXTICKS \
set a limit on how long the mob can be away from home before considering a return trip; by default, MINTICKS \
and MAXTICKS are 0, meaning the mob is constantly trying to get home.

COMBATSLEEP=\
Ability    : COMBATSLEEP\n\r\
Parameters : \n\r\
Example    : \n\r\
Example    : \n\r\
Description: \n\r\
This skill causes the target to go to sleep, if during combat.  It will end combat if successful.

TEMPORARYIMMUNITY=\
Ability    : TemporaryImmunity\n\r\
Parameters : Ability ID/Start time in millis;etc..\n\r\
Example    : Disease_Cold/12312312323;Spell_Fireball/123123132\n\r\
Description: \n\r\
This is used by diseases primarily to provide a mob or player with \
temporary (30 mud hour) immunity to a set of diseases.

COMMANDJOURNALS=COMMAND_JOURNALS
COMMAND_JOURNALS=\
Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER]\n\r\
Example    : list ideas\n\r\
Example    : ideas review 10\n\r\
Example    : ideas transfer 10 bugs\n\r\
A command journal is a special kind of command that can be created and \
modified from the MUDGrinder Control Panel or the coffeemud.ini file.  It \
is a special kind of journal that users can write to from the command line \
with the command journal command word, such as BUG, or IDEA, or TYPO.  The \
Command Journal's entries can then be listed by those with the necessary \
security clearance by using the LIST [JOURNALNAME] command.  Entries can \
also be stepped through using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) \
syntax.  They can be transferred from the step-through menu to other journals, \
or they can be transferred directly from the command line with \
[JOURNALNAME] TRANSFER [MSG NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a \
command journal can be deleted from the step-through menu, or by entering \
DESTROY [JOURNALNAME] [MSG NUMBER].


MULTIWATCH=\
Ability    : Multiwatch\n\r\
Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])\n\r\
Example    : multiwatch add playerone playertwo\n\r\
Example    : multiwatch auto\n\r\
Example    : multiwatch stop\n\r\
Description: \n\r\
This is an archon skill to assist in determining if a set of players who \
are connected from the same ip address are the same person.  It does \
this by tracking certain pieces of data which together may be taken \
as rather circumstantial evidence of someone multiplaying.  The definition \
of the numbers are as follows:\n\r\
SYNC - The number of commands entered by more than one member of an IP group \
within a single 4 second period. \n\r\
SPEECH - This refers to SAY commands, broken into three sections.  The \
first number represents the number of SAY commands done in the same room \
with a player who has the same IP address.  The second number represents \
the number of SAY commands directed at another player.  The last number \
is the number of SAY commands total.\n\r\
SOCIALS - These are also divided into three numbers where, again, the \
first is the number of socials in the same room with a player with the \
same IP, the second being socials directed at another player, and the \
last being the number of total socials.\n\r\
CMD - The number of commands entered which are different than the previous \
command entered.\n\r\
ORDER - The number of times one of the players in the group gave an ORDER \
to another player in the group.  A sure sign indeed.

WRATH=<ABILITY>\
Usage    : WRATH [PLAYER NAME] (!)\n\r\
Example  : wrath gunther\n\r\
Example  : wrath gunther !\n\r\
From anywhere on the map, the player with this skill can immediately knock \
another mob out of their shoes, depriving them of half of their hit points, mana, \
and movement in the process. If the "!" flag is added, an announcement of the wrath \
will also be made.

HUSH=<ABILITY>\
Usage    : HUSH [PLAYER NAME]\n\r\
Example  : hush gunther\n\r\
From anywhere on the map, the player with this skill can render the target mob/player \
unable to communicate on any channels, or use the tell command.  Use this skill again \
on the same player to release them.

FREEZE=<ABILITY>\
Usage    : FREEZE [PLAYER NAME]\n\r\
Example  : freeze gunther\n\r\
From anywhere on the map, the player with this skill can render the target mob/player \
unable to move.  Use this skill again on the same player to release them.  Magic won't \
help the player, though the TRANSFER Archon command will still work.

RECORD=<ABILITY>\
Usage    : RECORD [PLAYER NAME]\n\r\
Example  : record gunther\n\r\
From anywhere on the map, the player with this skill can begin recording all activity of \
the target to a file in the local file system as if they were snooping them.

STINKIFY=<ABILITY>\
Usage    : STINKIFY [PLAYER NAME]\n\r\
Example  : stinkify gunther\n\r\
From anywhere on the map, the player with this skill can cause the target to become 1 level \
stinkier than they were before.  

INJURE=<ABILITY>\
Usage    : INJURE [PLAYER NAME] [body part]\n\r\
Example  : injure gunther left hand\n\r\
From anywhere on the map, the player with this skill can cause the target to have one of their \
body parts instantly injured by 20%.

ACCUSE=<ABILITY>\
Usage    : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)\n\r\
Example  : accuse gunther making me mad\n\r\
Example  : accuse joe of being joe 7 !\n\r\
From anywhere on the map, the player with this skill can cause the target player to be accused \
of a crime in either the area they are currently in, their starting area, or the area the \
accuser is in, depending on what's available when the skill is used.  This will cause the \
law in that area to go after the target player.  The default sentence is prison time, but this \
can be lowered or raised by specifying a number from 0 (warning) to 10 (death) at the end.  An \
exclamation mark may be optionally also added to do a worldwide announcement.  

METACRAFT=<ABILITY>\
Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE [FILENAME])\n\r\
Usage    : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE [FILENAME])\n\r\
Example  : metacraft wagon oak\n\r\
Example  : metacraft wagon\n\r\
Example  : metacraft "every sword" bronze\n\r\
Example  : metacraft "every sword"\n\r\
Example  : metacraft "every sword" iron to file /items.cmare\n\r\
Example  : metacraft "all carpentry"\n\r\
This skill will allow you to create any item that is craftable from the numerous \
common skills.  The item created may be made of a material specified, or automatically \
crafted by a random material valid to the appropriate skill.  You can also specify \
the destination of the items, whether it be the room, your inventory, or an xml file.

BANISH=<ABILITY>\
Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)\n\r\
Example  : banish gunther\n\r\
Example  : banish gunther Midgaard#3001\n\r\
Example  : banish gunther 3 hours\n\r\
Example  : banish gunther 14 years\n\r\
From anywhere on the map, the player with this skill can send the target mob/player \
to a prison from which they can not escape magically.  Use this skill again \
on the same player to release them.  The Archon can optionally specify a room on \
the map which this skill will copy and use as the jail.  The Archon can also \
optionally end the command with the number of seconds, ticks, minutes, hours, \
days, weeks, or years in which to keep the player imprisoned.  It is up to the \
Archon to make sure there are no mundane ways out of the prison; Banish will take \
care of the magical ways of escape.

BURNING=\
Ability    : Burning\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This ability governs burning items.

ADDICTIONS=\
Ability    : Addictions\n\r\
Parameters : item name\n\r\
Example    : pot pie\n\r\
Description: \n\r\
This ability governs addictions to food, drink, or smoking.  The parameter \
is the substring to match in the name of the item.  The player with an addiction \
will be annoyed unless he gets his "fix" every rl hour.  Players can only become \
addiction through the engine by smoking, or by a drink infected with inebriation, \
alcohol, or liquor. The player can either "ride out" the addiction for 24 hours, \
suffering increasingly annoying messages as he goes, or he can keep making his fix. \
Addictions are not diseases, and can not be cured with magic or restoration.

ALLERGIES=\
Ability    : Allergies\n\r\
Parameters : Resource or Race names\n\r\
Example    : STRAWBERRIES DWARF\n\r\
Description: \n\r\
This ability governs allergies.

FALLING=\
Ability    : Falling\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This affect governs falling items and mobs, in either direction (up or down).

SINKING=\
Ability    : Sinking\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This affect governs sinking items and mobs, in either direction (up or down).

FIREBREATH=\
Ability    : Firebreath\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Duh!

FROSTBREATH=\
Ability    : Frostbreath\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Duh!

GASBREATH=\
Ability    : Gasbreath\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Duh!

IMMUNITIES=\
Ability    : Immunities\n\r\
Parameters : [LIST OF IMMUNITIES]\n\r\
Example    : FIRE GAS JUSTICE\n\r\
Description: \n\r\
Creates immunities to certain attacks in a mob.  Immunities include: ALL \
ACID, WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, \
PARALYZE, POISON, UNDEAD, LEGAL.  List is space delimited. See also Prop_WeaponImmunity.

ITEMREJUV=\
Ability    : ItemRejuv\n\r\
Parameters : Don't worry about it\n\r\
Description: \n\r\
This ability governs rejuvenating items

LIGHTENINGBREATH=\
Ability    : Lighteningbreath\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Duh!

LOYALTY=\
Ability    : Loyalty\n\r\
Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]\n\r\
Example    : NAME=Bob TELEPORT=false\n\r\
Description: \n\r\
This mob property makes a mob keep an eye out for a particular player and Follow them when \
they encounter them.  If TELEPORT=true, they will also attempt to teleport to the player \
before following them.

MOOD=\
Ability    : Mood\n\r\
Parameters : [name of the mood]\n\r\
Example    : PROUD\n\r\
Example    : HAPPY\n\r\
Description: \n\r\
This ability governs player and mob moods.  It can be added like a property to mobs.

PARALYSIS=\
Ability    : Paralysis\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
The ability to paralyze.

PREGNANCY=\
Ability    : Pregnancy\n\r\
Parameters : Start Date/Delivery Date/Fathers Name/Fathers Race\n\r\
Example    : 106222323232/12312232322/Bob/Human\n\r\
Description: \n\r\
The ability to be pregnant, and to eventually give birth.  A consequence \
of sex under certain circumstances.

PRISONER=\
Ability    : Prisoner\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This mob property makes them unable to recall or magically leave their present location. \
It also prevents fleeing from combat.

QUESTBOUND=\
Ability    : QuestBound\n\r\
Parameters : Class reference code of a Quest object\n\r\
Example    : Don't worry about it\n\r\
Description: \n\r\
A temporary affect automatically added to all quest mobs and items both \
created and existing. \
Its purpose is to detect when a reset, shutdown, or other disaster is about to \
happen to the mob or item so that the quest can be stopped.  This prevents \
unwanted properties/behaviors/changes from being saved to the database on accident.

PRESENCEREACTION=\
Ability    : PresenceReaction\n\r\
Parameters : =[MOB/PLAYERNAME]\n\r\
Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]\n\r\
Parameters : +[COMMAND]=[PARMS]\n\r\
Example    : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~\n\r\
Description: \n\r\
This temporary property governs temporary reactions in the form of behaviors, \
properties, standard commands, or other effects.  These reactions \
persist only so long as the mob/player the property was invoked against \
remains in the same room as the invoker.  Intended as an tool for the faction \
system, this property can be invoked as a skill against the target, or used in \
other ways.  The parameters are a ~~ delimited list of ability, behavior, or \
command names followed by an = sign and any parameters.  If the ability name \
is empty, then it is assumed you are designating the mob or player being \
reacted to.  As it is required to designate a mob being reacted to, this must \
be eventually set either by parameters, or through invoking.\n\r\
\n\r\
This affect automatically removes itself and its subordinate effects whenever \
the reacted to player/mob is not in the same room as the invoking mob.

REGENERATION=\
Ability    : Regeneration\n\r\
Parameters : Classes of weapons which do permanent damage.\n\r\
Example    : +MAGIC +SILVER +LEVEL5\n\r\
Example    : +BASHING +PIERCING\n\r\
Description: \n\r\
Allows the mob to regenerate a few hit points, mana, and movement, \
even during combat.  Hit point damage will remain permanent (not \
regenerate) if the damage is done by a weapon type specified in the \
parameters.  Valid weapon types include the standard weapon types \
(bashing, piercing, slashing, gassing, bursting, etc), magic to refer \
to spells and magical weapons, weapon materials (silver, cotton, etc), \
or a minimum weapon level specifier as shown above.

TEMPORARYAFFECTS=\
Ability    : Temporary Affects\n\r\
Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])\n\r\
Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])\n\r\
Parameters : -[ABILITYID/BEHAVIORID]\n\r\
Example    : +Mood 10 HAPPY\n\r\
Example    : +Clericness 20 Healer\n\r\
Example    : +Prop_Hidden 10\n\r\
Description: \n\r\
Allows the builder to temporarily affect a mob, item, exit, or room with a \
property or behavior that would normally be permanent if applied in a normal \
way.  The first parameter is the ability id or the behavior id, the second \
is the number of ticks that it will last, while the last parameter is optional \
parameters for THAT ability or behavior.  The parameters may be prefixed with a \
plus(+) sign to allow it to stack with other temporary affects.  A minus(-) sign \
followed by an ability or behavior id will prematurely remove the temporary \
affect.

SINKING=\
Ability    : Sinking\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
This affect governs sinking items and mobs, in either direction (up or down).

WEAKPARALYSIS=\
Ability    : WeakParalysis\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, paralyzes the victim for a few short ticks.

SKILL_ALLBREATHING=\
Ability    : Skill_AllBreathing\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
Allows the mob to breath in any conditions or environments.  Great for golems \
and other non-breathing creatures. 

SKILL_EXPLOSIVE=\
Ability    : Skill_Explosive\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
A high-damage skill.

SKILL_TRACK=\
Ability    : Skill_Track\n\r\
Parameters : mob name, or rooms separated by ;\n\r\
Example    : Hassan is here\n\r\
Example    : Midgaard#3001;Midgaard#3002;Midgaard#3003\n\r\
Description: \n\r\
Allows the mob track to a particular mob or room.  Unlike the ranger \
track, this skill will force mobs to automatically unlock, open, close \
and lock doors that obstruct them.

SKILL_RESISTANCE=\
Ability    : Skill_Resistance\n\r\
Parameters : see Prop_HaveResister\n\r\
Example    : see Prop_HaveResister\n\r\
Description: \n\r\
Gives the mob skill-based resistances and immunities. 

SECURITY=\
SECURITY in CoffeeMud is on a player by player basis.  \n\r\
SYSOP status is defined as the ultimate security to do \
anything, anywhere, at any time.  Access to all commands in all areas will \
be available.  SYSOP status is defined in the CoffeeMud ini file entry SYSOPMASK \
which establishes the player characteristics that designate SYSOPS. \
All players who meet the requirements of the mask are automatically \
SYSOPS.\n\r\
\n\r\
Players who are not SYSOPS may also be granted specific privileges.  Each \
of the privileges may be limited to specific areas, or available globally. \
Privileges are defined in the Security section of a players settings.  Each \
security code listed for a player may be either a list of security Groups, or \
a specific security code.\n\r\
\n\r\
Security GROUPS are also defined in the ini file.  A Security GROUP \
consists of a group name, and a set of strings or codes representing privileges for \
that group.  Each group is prefixed in the INI file with the "GROUP_".  However, \
you should not use the "GROUP_" when adding group priviledges to the Security \
field of a player.  For instance, if you have "GROUP_BUILDER" defined in the \
INI file, then you would add "BUILDER" to Security when modifying a player in \
order to make that user part of the BUILDER group.  The security codes which make \
up each group are implicitly global, but can be qualified as area-only using the \
keyword "AREA".\n\r\
\n\r\
The following are the default strings or codes which, when found in a players \
security settings or in a group definition, confer the listed privileges. \
Each of these settings may be entered as listed below, or prefixed with the \
word "AREA" followed by a space, followed by the key.  This has the effect of \
making that privilege only available in or at areas where the Player is listed \
in the areas "Staff" setting.  For example, the security code "ANNOUNCE" by itself \
confers the global ability to use the ANNOUNCE command.  The security code \
"AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas \
where the player is listed as Staff.\n\r\
\n\r\
\n\r\
ABOVELAW=Immunity to the Arrest behavior.\n\r\
AFTER=The ability to use the command of the same name.\n\r\
AHELP=The ability to access administrative help files.\n\r\
ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells at their next login.\n\r\
ANNOUNCE=The ability to use the command of the same name.\n\r\
AS=The ability to use the command of the same name.\n\r\
AT=The ability to use the command of the same name.\n\r\
BAN=The ability to use the command of the same name, as well as DESTROY BAN, LIST BAN, and access the BAN MUDGrinder feature.\n\r\
BEACON=The ability to use the command of the same name.\n\r\
BOOT=The ability to use the command of the same name.\n\r\
CHARGEN=The ability to use the command of the same name.\n\r\
CLOAK=The ability to use the command of the same name, as well as see those who are cloaked.\n\r\
CMDAREAS=The ability to Create, Modify, and Destroy areas.  Also gains access to the MUDGrinder area tool.\n\r\
CMDCLANS=The ability to Modify or Destroy clans.\n\r\
CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.\n\r\
CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.\n\r\
CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.\n\r\
CMDITEMS=The Ability to Create, Modify, Destroy items in rooms. \n\r\
CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms.  This code also prevents Mobile mobs from wandering away and confers other similar priviledges.\n\r\
CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.\n\r\
CMDPLAYERS=The Ability to Modify or Destroy players.  Also has the ability to view Player settings in the MUDGrinder.\n\r\
CMDQUESTS=The Ability to Create, Modify, Destroy quests.  Also has the ability to access the quests and file editors in the MUDGrinder.\n\r\
CMDRACES=The Ability to Create, Modify, Destroy custom races.\n\r\
CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.\n\r\
CMDROOMS=The ability to Create, Modify, and Destroy rooms.  Also gains access to the MUDGrinder area tool.\n\r\
CMDSOCIALS=The Ability to Create, Modify, Destroy socials.\n\r\
COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.\n\r\
EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.\n\r\
TITLES=The Ability to Create, Modify, Destroy player auto-titles.\n\r\
CARRYALL=Overrides item carrying restrictions.\n\r\
CATALOG=The ability to use the catalog command of mobs and items.\n\r\
COPYITEMS=The Ability to copy existing items.\n\r\
COPYMOBS=The Ability to copy existing items.\n\r\
COPYROOMS=The ability to copy existing rooms.\n\r\
DUMPFILE=The ability to use the command of the same name.\n\r\
EXPORT=The ability to export mobs, items, or rooms.\n\r\
EXPORTFILE=The ability to export to a file.  Requires EXPORT or EXPORTPLAYERS.\n\r\
EXPORTPLAYERS=The ability to export player data.\n\r\
FS: <path>=The ability to read/write files in the local path given. No preceding / chars! \n\r\
GMODIFY=The ability to use the command of the same name.\n\r\
GOTO=The ability to use the command of the same name, as well as walk through doors.\n\r\
IDLEOK=This code makes the player exempt from any idletimer settings from the coffeemud.ini file.\n\r\
I3=The ability to manage the CHANNELS aspect of I3.\n\r\
IMMORT=Players with this code never ever die.\n\r\
IMPORTITEMS=The ability to import items into a room.\n\r\
IMPORTMOBS=The ability to import mobs into a room.\n\r\
IMPORTPLAYERS=The ability to import players from a file.\n\r\
IMPORTROOMS=The ability to import rooms or areas from a file.\n\r\
JOURNALS=The ability to administer all journals.\n\r\
JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.\n\r\
KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.\n\r\
KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.\n\r\
KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'\n\r\
KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.\n\r\
KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.\n\r\
LISTADMIN=The ability to LIST ticks, the log, reports, or threads.\n\r\
LOADUNLOAD=The ability to load and unload resources.  Also gains access to resource manager in MUDGrinder.\n\r\
MERGE=The ability to merge mob or item changes from a file or database.\n\r\
MXPTAGS=The ability to insert MXP tags using the ^^< ^^> ^^& syntax.\n\r\
NOEXPIRE=This character never expires, but always remains active.\n\r\
NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.\n\r\
ORDER=The ability to order mobs around.  Also grants the ability to GIVE without failure, and use Take and Dress without failure.  The global version of this code also allows ordering players.\n\r\
PKILL=The ability to override PKILL flag settings.\n\r\
POSSESS=The ability to use the command of the same name.\n\r\
PURGE=The ability to use the command of the same name.\n\r\
RESET=The ability to use the command of the same name as it applies to rooms or areas.\n\r\
RESETUTILS=The ability to use the command of the same name as it applies to the miscellaneous RESET tools.\n\r\
RESTRING=The ability to use the command of the same name.\n\r\
SESSIONS=The ability to use the command of the same name.\n\r\
SHUTDOWN=The ability to use the command of the same name.\n\r\
SNOOP=The ability to use the command of the same name.\n\r\
STAT=The ability to use the command of the same name.\n\r\
SUPERSKILL=This code makes it impossible for the player to fumble a spell or skill that they have.\n\r\
SYSMSGS=The ability to use the command of the same name.\n\r\
TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.\n\r\
TICKTOCK=The ability to use the command of the same name.\n\r\
TRAILTO=The ability to use the command of the same name.\n\r\
TRANSFER=The ability to use the command of the same name.\n\r\
VFS: <path>=The ability to read/write files in the vfs path given. No preceding / chars! \n\r\
WHERE=The ability to use the command of the same name.\n\r\
WIZINV=The ability to use the command of the same name, as well as see those who are WIZINV.\n\r\
\n\r\
Here is an example Security setting for a player:\n\r\
Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/ \n\r\
The above would give a player access to the BUILDER group defined by GROUP_BUILDER in your \
INI file.  It would also give access to the GOTO command, but only insofar as it relates \
to areas where the player is listed as Staff.  Lastly, it gives global access to the Snoop \
command.

TRUCE=\
Ability    : Truce\n\r\
Parameters : Empty, or Name of other party\n\r\
Example    : DECLARETRUCE bob\n\r\
Description: \n\r\
This affect, when applied, prevents combat between the affected mob and one other for a period. \
The period is very brief with automatically applied (from wands, etc), and longer otherwise. \n\r\
\n\r\
When applied as a permanent property with a Name parameter, the truce will exist with mobs of that \
name forever.  When applied as a permanent property with No parameter, the truce will begin the moment \
the affected mob kills any mob, and persist for 30 seconds.

VFS=VFS Refers specifically to those files in the CMFS (CoffeeMud File System) which are stored \
in your database, as opposed to directly in your local file system (hard drive).  VFS files are \
also mentioned to distinguish between local files, although VFS files appear to CoffeeMud to be \
right along side, or even on top of, your local files in your local directories.  VFS can even \
include its own directories which are not in your local file system.  See HELP CMFS for more \
information on this topic. 

VFS_FILE=VFS
LOCAL_FILE=CMFS
FILE_SYSTEM=CMFS
FS=CMFS
PVP=PLAYERKILL
PLAYERVERSUSPLAYER=PLAYERKILL

HOLIDAYS=Holidays are a special/reserved quest defined by file /resources/quests/holidays/holidays.quest. \
They are very simple Scriptless quests that can be started at random intervals, or on certain mud dates, or \
real-life dates.  The holidays will only impact the areas specified by the holiday settings, and only the mobs \
in those areas specified in the settings, and only with the features you specify.  Use LIST HOLIDAYS to see a \
list of all defined holidays and the areas hey are defined for.  By default, 3 special-case weather related \
holidays are included which impact any area that meets their criteria.  You can use MODIFY HOLIDAY <name> to \
change the settings for a holiday, DESTROY HOLIDAY <name> to delete one, or CREATE HOLIDAY name to create a new \
one that will automatically apply to the area the creator is standing in.

CMFS=CoffeeMud File System\n\r\
The CoffeeMud File System is a means of accessing files inside your main CoffeeMud folder along side \
files stored in your CoffeeMud database.  Files in the CMFS can be stored either \
in the local file system, in CoffeeMud's database, or in both.  The CMFS sees both sets of files \
and folders/directories as if they were part of a single file system.\n\r\
\n\r\
Normally, the files required for operation of CoffeeMud, such as text files, \
class files, help files, images, and other files, are loaded from the appropriate \
directories on your LOCAL file system inside the main CoffeeMud folder.  If you \
installed CoffeeMud into D:\\games\\engines\\coff, for instance, the file intro.txt \
(the intro screen) would be loaded from D\:\\games\\engines\\coff\\\ resources\\text\\intro.txt. \n\r\
\n\r\
Under the CoffeeMud system, however, you should always think of your CoffeeMud folder as a \
file system unto itself.  The same file discussed above, even when referring to the local \
file system inside CoffeeMud, would be accessed using the path:  resources/text/intro.txt. \
You'll notice that the path separators are forward slashes / like in UNIX, instead of the \
normal back-slashes \\ used in DOS.  This is the standard for the CMFS.  You'll \
also notice that the resources directory is accessed as if it were at the root of its own \
drive.  This is also part of the CoffeeMud File System.  Because of this, CoffeeMud is \
utterly unable to access any files outside of its installation directory.  Keep this in mind!\n\r\
\n\r\
Within this installation directory structure, CoffeeMud is able to store files both on your \
local file system drive, and in your database (VFS Files).  The VFS, or Virtual File System, \
refers specifically to files and folders \
which are saved in your database, and accessible through the MUDGrinder's File Browser, \
or the MUD's SHELL command (see HELP SHELL).  When the CoffeeMud directory structure is \
viewed through those two screens, files in the CoffeeMud database and files in the local \
file system are both viewable as if they were part of a single file system, the CMFS.\n\r\
\n\r\
The files referenced in CoffeeMud are case-insensitive, except where dealing with the \
local file system, where it may be case-sensitive depending upon your operating system.  \
Any filename or path may be preceded by a :: string to denote \
forced VFS/database access, or // to denote forced local file-system access.  When neither is \
specified for a given file path, the VFS file is always preferred over the local one. \
For instance, the path ::resources/text/intro.txt would refer ONLY to a copy of the intro.txt \
file stored in the database as a VFS file. If that file is not in the database when the :: \
string is used, the file will not be found.  The path //resources/text/intro.txt would refer \
ONLY to the copy of the intro.txt file stored in the local file system, even if the same file \
appears in the VFS.  The path resources/text/intro.txt will use the copy of intro.txt stored in \
the VFS *if* it exists there, or the one on the local file system otherwise.\n\r\
\n\r\
The / character is always used to separate directory paths and folders, such as \
/resources/text/intro.txt would refer to the file down.txt in the text folder, which \
in turn is in the resources folder, which in turn is located in the root directory.\n\r\
\n\r\
So, as we've seen, whenever you need to refer to a file in CoffeeMud, you should keep this system \
in mind.  Files which are part of your CMFS may be in the VFS database, or in the local file \
system.  They may even be in both! \
This system provides security for the server in which CoffeeMud is being run, and provides for the \
ability to grant folder-level (or even VFS-folder-level) security to builders and other administrative \
users.

MSG_TYPES=MESSAGE_TYPES
MESSAGE_TYPES=\
The following are valid message codes in CoffeeMud.  They are usable as such in Scriptable for the \
EXECMSG_PROG and CNCLMSG_PROG triggers:\n\r\
\n\r\
"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET", "UNLOCK", "LOCK", "WIELD", \
"GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL", "DELICATE_HANDS_ACT", "VALUE", "HOLD", \
"NOISYMOVEMENT", "QUIETMOVEMENT", "WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL",\
"LIST", "EAT", "ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW", "WRITE", \
"FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID", "ELECTRIC", "POISON", \
"UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL", "DRINK", "HANDS", "PARALYZE", "WAND_USE", \
"SERVE", "REBUKE", "ADVANCE", "DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", \
"SHUTDOWN", "VIEW", "RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", \
"KNOCK", "PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET", "RELOAD", \
"SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL", "EXAMINE", "BORROW", \
"HUH", "LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".\n\r\
\n\r\
And here are some general message code types that may also be used:\n\r\
"TOUCH","MOVE","EYES","MOUTH","SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"

ZAPPERMASKS=<ZAP=disallow>

MATH_EXPRESSION=MATH_FORMULA
EXPRESSION=MATH_FORMULA
FORMULA=MATH_FORMULA
MATH_FORMULA=\
In certain fields and specifications, CoffeeMud will allow you to enter a mathematical formula in \
place of a simple number in order to calculate a number at run-time.  This is useful for occasions \
where you want the number to have a random element, or where the value of the number is calculated \
based on certain variables only available at run-time.\n\r\
\n\r\
The formulas can be anything from a simple number, to numbers combined with mathematical operators \
+ - \\ *, grouped with parenthesis ( ), and may also include certain special operators.\n\r\
\n\r\
One special operator, ? , is for generating a random number (ex: 2?5 refers to a random number \
between 2 and 5).  Another special operator, >, is for bounding the result of an operation \
(ex: 5 * 10 > 10 will evaluate to the greater of 10 or 5 * 10.  The < operator does the opposite.