& help
  This is the MUSH online help facility.

  Notes on help descriptions: 
	[text] - Text enclosed in []'s is optional.  The []'s are never typed
                 in as part of the command.
  	<parameter> - Information parameter for a command.  The <>'s are
                      never typed in as part of the command.

  Syntax of help command:
    help [<command>]

  To get a list of MUSH topics:
     help topics

  To get a list of MUSH Commands:
     help commands

  If there are any errors in the help text, please notify a wizard
  in the game, or send mail to lwl@eniac.seas.upenn.edu
 
  All commands listed in this file might not apply to all mushes running
  this code.  This is because some of the commands/effects can be enabled or
  disabled by the site admin of your MUSH.  If a command is not available
  AND it is documented, ask your site admin why it isn't enabled.
 
& COMMANDS
  Help is available for the following MUSH Commands:

  brief          DOING          drop           examine        enter          
  get            give           goto           kill           leave          
  look           move           news           page           pose           
  QUIT           read           RWHO           say            score           
  slay           take           throw          use            whisper        
  WHO            "              :              ;

  In addition to these, there are '@' commands.  @-commands usually are
  commands which can modify and affect the database in substantial ways.
  There are several types of '@' commands. The following help entries
  list available '@' commands:

  @-ATTRIBUTES   @-BUILDING     @-GENERAL      @-WIZARD

& @-ATTRIBUTES
  '@' commands which are attribute-related set game-defined attributes.
  These are:
  @aahear        @aconnect      @adeath        @adescribe     @adisconnect
  @aefail        @aenter        @afailure      @ahear         @aleave
  @amhear        @amove         @apayment      @asuccess      @ause
  @away          @charges       @cost          @death         @describe      
  @does          @drop          @ealias        @efail         @enter         
  @failure       @haven         @idescribe     @idle          @lalias        
  @leave         @listen        @move          @odeath        @odescribe     
  @odrop         @oefail        @oenter        @ofailure      @oleave        
  @omove         @opayment      @osuccess      @ouse          @oxenter       
  @oxleave       @payment       @runout        @sex           @startup       
  @success       @use

& @-BUILDING
  These '@' commands are building related (they modify the database):
  @atrlock       @atrchown      @chown         @chzone        @clone         
  @create        @destroy       @dig           @elock         @eunlock       
  @link          @lock          @name          @nuke          @open          
  @set           @ulock         @unlink        @unlock        @uunlock
  
& @-GENERAL
  These '@' commands are general utilities and programming commands:
  @config        @decompile     @doing         @dolist        @edit          
  @emit          @entrances     @find          @force         @gedit         
  @halt          @lemit         @listmotd      @mail          @oemit         
  @password      @pemit         @ps            @remit         @rwall         
  @rwallemit     @rwallpose     @search        @stats         @sweep         
  @switch        @teleport      @trigger       @use-does      @version       
  @wait          @whereis       @zemit

& @-WIZARD
  These '@' commands are only usable by wizards:
  @allhalt       @allquota      @boot          @chownall      @chzoneall
  @dbck          @dump          @login         @motd          @newpassword   
  @pcreate       @poll          @poor          @purge         @quota         
  @rejectmotd    @shutdown      @squota        @toad          @wall          
  @wallemit      @wallpose      @wizemit       @wizmotd       @wizpose       
  @wizwall
 
& topics
  Help available on the following Topics:

  ATTRIB-OWNERSHIP         ATTRIBUTES               BEING KILLED
  BOGUS COMMANDS           BOOLEAN VALUES           CONTROL
  DROP-TO                  ENACTOR                  EVALUATION		    
  EXITS                    FAILURE		    FLAGS                    
  FUNCTIONS		   GENDER		    HERE                     
  HOMES                    LINKING                  LISTENING                
  LISTS                    LOOPING                  MASTER ROOM              
  NON-STANDARD ATTRIBUTES  PUPPETS                  ROBBERY                  
  SACRIFICING              SPOOFING                 STACK                    
  SUBSTITUTIONS            SUCCESS                  TYPES OF OBJECTS         
  VERBS                    ZONES

& CONTROL
  CONTROL
  <Object> controls <thing> if:
  1. <Object> is a wizard.
  2. <Object> owns <thing>, and <Object> is a player.
  3. <Object> has the same owner as <thing>, and <object> is INHERIT.  
  4. <Object> has the same owner as <thing>, and the owner is INHERIT.
  5. <Object> is in the same zone as <thing>, and <object> passes the
	Enter lock of the zone object.
& ZONES
  ZONES
  Zones are areas of the MUSH which may be controlled by many people.
  Essentially, they allow group ownership of objects.
  The default zone is NOTHING. Any building done by a player defaults 
  to belonging to the same zone that the player belongs to.
  Every zone is defined by a Zone Master Object (ZMO). The ZMO is an
  ordinary MUSH object owned by some player. A wizard may change the
  zone of an object or player to a ZMO.
  Anyone who can pass the Enter lock of the ZMO has control over all
  objects in that zone. This, in essence, gives that player wizard
  powers within that zone. For this reason, one must be extremely
  careful with the enter locks of ZMOs!
  Also, $commands on a ZMO are treated as global within that zone.
  The game attempts to match $commands for the ZMO of the player's
  location, as well as $commands for the player's own zone.
  For some suggestions on how to use zones, see "help zones2".
& ZONES2
  Some suggested uses of zones:
    1. If you are working on a building project with several people, it
       may be useful to create a zone object and @elock it to all of you,
       and ask a wizard to @chzone the players involved to the zone object.
       That way, all of the players working on the project will be able to
       modify the building.
    2. On a similar thread, if several players are working on a project
       involving only a few objects, it may be simpler to create a zone
       object and @chzone those few objects to the ZMO instead of resetting
       the zones of the players. Note that a player does not have to belong
       to a zone in order to change objects in that zone; all is merely
       required to pass the ZMO's enter lock.
    3. If local wizards are desired, a zone object may be created and enter
       locked to the local wizard. Players building within that zone should
       be @chzone'd to that ZMO. The local wizard will then be able to
       control anything within that domain.
    4. If you want restricted global commands defined over only a small area,
       you can define that area to be part of a zone, and place the desired
       $commands upon the ZMO.
& MASTER ROOM
  MASTER ROOM
  The Master Room enables global commands and exits. Exits in the Master
  Room may be used from any location on the MUSH. All objects left in the
  Master Room are checked for user-defined $commands. Those $commands are
  considered global. Normally, only wizards will have access to the Master
  Room. See "help EVALUATION" for details on global commands.
& EVALUATION
  EVALUATION ORDER
  Commands are mated in the following order:
  Special game commands: WHO, QUIT, etc.
  "home" command
  Single-token commands: ", :, ;
  Exits in the room
  @-commands
  Regular game commands: get, inventory, etc.
  Enter aliases
  Leave aliases
  User-defined commands on nearby objects. All such $commands are matched
    and executed.
  If there are no user-defined commands nearby:
  User-defined commands on the zone of the player's location
  User-defined commands on the player's personal zone
  If nothing, including zone commands, has been matched:
  Global exits
  Global user-defined commands: all $commands in the Master Room are
    matched. Local commands are always checked first and ALWAYS negate
    global commands.
& LASTSITE
  LASTSITE
  This attribute gives the name of the site you last connected from.
  Mortals cannot set it.
& @mail
  @mail [<player>, <msg #>, <command> [= <msg>, <msg #>]]
  
  @mail is just what it says, it is a function to send mail to users and
  recieve mail from users.  There are many things that can be done with 
  it, including the passing of descriptions, functions, whatever may have
  you. Here is a summary of how to use it:
  
  @mail by itself will give you a brief list of all your mail with the user
        name, time the mail was sent, and will mark all NEW mail with a * in
        front of the message.  All the numbers listed here are the ones used
        when you see <msg #>.
  
  @mail <player> = <msg>
        This sends the message <msg> to <player>.  All function subsitutes
        are valid in <msg> including mail(#) which will allow you to forward
        mail you have recieved to other users.
  
  Type 'help @mail2' to continue:
& @mail2
  @mail <msg #> 
        This displays the message from your mailbox that has the number 
        <msg #>...
  
  @mail <msg #> = <msg>
        This sends <msg> to the user that sent you the message in your 
        mailbox that has the number <msg #>.  <Essentaly a 'reply', but 
        no special effects, just sends <msg> normally>
  
  @mail clear
        This clears ALL mail from your mailbox, unread or not.
  
  @mail clear = <msg #>
        This clears only the message <msg #> and renumbers any messages
        recieved after <msg #>.
  
  @mail mdb-stats
        This wizard-only function displays the size of the mail database.
  
  Thanks go to Joarm and Spellbound MUSH for this code addition.
& @config
  @config

  This command lists the MUSH configuration parameters, indicating what
  special things are enabled, and the cost of certain commands. If
  something doesn't work the way you expected it to, it might be wise to
  use this command and check the configuration paramters.
& @dolist
  @dolist <list> = <action>

  @dolist executes the <action> for each element in <list>. If <list> is a
  function, it will be evaluated to obtain the necessary list to use. It
  may be any space-separated list of strings, which can be object numbers,
  attributes, or arbitary words.

  <action> is a command or list of commands enclosed in braces { }
  and is performed once for every item in <list>. The special symbol "##"
  is replaced by the corresponding item from <list>.

  Example: @dolist [lcon(here)] = "[name(##)]
    would cause you to say the name of all objects in the room.

  Note: the stack variables %0 to %9 do not function very well with @dolist.
    It might be advisable to store temporary information in V-attributes
    instead.
  
& @ealias
  @ealias <object> = <enter alias>
  This allows a player to type the enter alias instead of "enter <object>"
  If you have a chair, you coud "@ealias chair = sit down" and then just
  type "sit down" instead of "enter chair" - using the object name is
  not necessary. Note that the enter alias is checked after normal exits.
& @lalias
  @lalias <object> = <leave alias>
  This allows a player to type the leave alias instead of the "leave"
  command, in a fashion similar to enter aliases (see @ealias for details).
& @away
  @away <player> = <message>
  This message is sent to a player who tries to page you when you are
  not connected.
& @haven
  @haven <player> = <message>
  This message is sent to a player whose pages you are refusing, either
  through use of the HAVEN flag or through the use of a page lock.
& @idle
  @idle <player> = <message>
  This message is sent in return to every page which successfully reaches
  you. It is useful if you are idle for long periods of time and wish to
  inform people where you are, or if you are in a meeting and cannot
  quickly return pages.
& @ulock
  @ulock <object> = <key>
  This type of lock is a use-lock for objects, and a page-lock for players.
  On an object, this restricts who may trigger the "@use" set of registers,
  and who may use the $commands on the objects. If the person who is trying 
  to use the object or its special commands, cannot pass the lock, he is 
  told, "Permission denied."  On a player, it restricts who is allowed to 
  page that person. If the paging person cannot pass the lock, the target 
  player is treated as if he were set HAVEN. Indirect locks and other
  special locking styles are supported; see "help @lock" for details.
  Example: if I want everyone but Bob to be able to page me, I would
  "@ulock me=!*Bob". If I want only Bob to be able to page me, I would
  "@ulock me=*Bob".
& @uunlock
  @uunlock <object> = <key>
  Page-unlocks a player or use-unlocks a thing. Someone who is page-unlocked
  may be paged by anyone; an object which is use-unlocked may be used by
  anyone. See "help @ulock" for more.
& @efail
  @efail <object> = <message>
  This is the message shown to the player who fails to enter the object.
& @oefail
  @oefail <object> = <message>
  This message is shown to the location of a player who fails to enter
  the object.
& @aefail
  @aefail <object> = <action>
  This is the action taken by the object when a player fails to enter it.
& @elock
  @elock <object> = <key>
  Enter-locks an object, restricting who is allowed to enter it. Special
  lock types are supported (see "help @lock" for details). Only objects
  which are ENTER_OK may be entered, regardless of the key.
& @eunlock
  @eunlock <object>
  Enter-unlocks an object, in a fashion similar to @unlock. For anyone
  to be able to enter an object, it must be both @eunlocked and ENTER_OK.
& @nuke
  @nuke <object>
  Destroys an object, overriding the SAFE flag. Aside from this
  feature, it is identical to @destroy.
& drop 
  drop <object>. Drops <object>. Dropping a thing in the temple
  sacrifices it (See SACRIFICING). Otherwise, a dropped thing is 
  relocated to the current room, unless its STICKY flag is set 
  (See STICKY), or the room  has a drop-to (See DROP-TOs). Unlinked 
  exits can only be dropped in rooms you  control. 'throw' is the 
  same as 'drop'.      
  
& examine
  examine <object>[/attribute]. Displays all available information
  about <object>.  <object> may be an object, 'me' or 'here'. You must 
  control the object to examine it.  If you do not own the object, or
  it is not visible, you will just see the name of the object's owner.  
  May be abbreviated 'ex <object>'.  If the attribute parameter is
  given, you will only see that attribute (good for looking at code).
  You can now wild-card match on attributes.  For example. to see all
  the attributes that began with a 'v' you could do ex <object>/v*

& brief
  brief <object>. It is identical to "examine", except that it does
  not print the attributes on an object. This is useful for just
  glancing at an object to determine its home, owner, lock, etc.

& get
  get <object>. Picks up <object>. <object> can be a thing or an 
  unlinked exit. 'take' is the same as 'get'. 
  You can now also do get <thing>'s <object>.  It will fail if 
  either thing is not ENTER_OK or object is locked against you.

& give
  give <player>=<Marks/object>. Gives player the specified number of 
  Marks or <object>. You can't give someone Marks if their new total 
  would be greater than 10000 Marks. (No reason to get greedy)  You 
  may also give players objects, but the other player must be set to 
  enter_ok (See FLAGS) to receive something you give. 

& goto
  go[to] <direction>; go[to] home. Goes in the specified direction. 
  'go home' is a special command that returns you to your starting 
  location. The word 'go' may be omitted. 'move' is the same as 'go'.
 
& inventory
  inventory. Lists what you are carrying. 
  Can be abbreviated by just 'i', or 'inv'.
 
& kill
  kill <player> [=<cost>]. Attempts to kill the specified player. 
  Killing costs <cost> Marks, which gives you a <cost>% chance of 
  killing the player. Thus, spending 100 Marks always works (except 
  against wizards,  who can never be killed). Players cannot be 
  killed in rooms which have been set HAVEN. (See FLAGS and HAVEN).  
  If you don't specify a cost, the default is 10 (i.e. 10%).  The 
  player, if killed, receives <cost>/2 Marks in insurance.

& look
  look [object]. Displays the description of <object>, or the room 
  you're in if object is eliminated.  Specifying object as <name> or 
  #<dbref> or 'me' or 'here' is legal. 'read' is the same as 'look'.
  You can also use look to look at object's held by other people, 
  just use 'look <person>'s <object>'.
  'look' may be abbreviated 'l'.

& move
  Same as GO.  (What, you expect me to type it out twice?)
& news
  Shows you the current news for MUSH. It is highly recommended that
  you check the news daily for new information.  Otherwise, the
  wizards will have no pity on you for messing up with the new
  commands.
& page 
  page [<player>] [=<message>]. This tells a player that you are
  looking for them, and tell the player where you are.  They will get
  a message telling them your name and and location if you omit the
  message. This costs 1 Mark.  If you include the '=<message>', it
  will tell the player your name and your message, but not your
  location.  If a player is set to HAVEN (See FLAGS), you
  cannot page them, and they will not be notified that you tried.
  If the player is page-locked against you, he is treated as HAVEN.
  Page will also attempt to partial match on the name.  If you omit the
  player, the game will attempt to page the player you paged last.
  If the first character of <message> is a : or a ;, it will send the
  page in pose format.  (see pose, : and ;)
  Objects may page players, but not vice versa. If an object pages
  a NOSPOOF player, that player will see the object's number in
  square brackets, in front of the message, in a fashion similar to
  the way NOSPOOF flags emits.
& QUIT    
  QUIT. Log out and leave the game. Must be in all capitals.  
& read 
  See 'look'.  (See move for reason you have to see look)
& "
  See say. 
& :
  See pose.
& ;
  This command is much like pose, however where with pose, the action
  and the person's name who commits the action are separated by a 
  space, with ;, they are not.  Example: ;'s watch beeps. -- The room
  would see <name>'s watch beeps.
& say
  say <message>. Says <message> out loud. You can also use 
  '"<message>'.  See also 'whisper', 'pose', and ';'. 
  (Note: Say and " append a " to whatever you type in)
& score
  score. Displays how many Marks you are carrying.  Helpful to see if
  any machines are looping.  Also see looping, @ps, and most of the 
  commands that start with @.
& slay
  slay <player/object> This is a Wizard command that kills players 
  without paying any insurance to the victims. It is used in places 
  where 'suicide' should not pay.
  (Su-ic-ide is pain-less... {MASH theme})
& take
  See 'get'.  
& throw
  See 'drop'.
& whisper 
  whisper <player>=<message>. Whispers the message to the
  named person, if they are in the same room as you. No one else can
  see the message. You can also whisper to things you are carrying,
  or to things that are carrying you. whisper <player>=:<pose> also 
  works, in a fashion similar to page-pose.
  'whisper' can be abbreviated by just 'w'.  
& WHO
  WHO   Displays a list of players currently connected to the MUSH.
  The WHO tells you how long a player has been on and how long they
  have been inactive. 
& DOING
  This command displays the list of players currently connected to the
  MUSH. For mortals, it is identical to WHO. For wizards, it displays
  the WHO in the format mortals see. The wizard WHO shows location and
  host, but does not show @doing messages. DOING shows @doing messages
  but not location or host.
& @poll
  @poll <poll question>
  This wizard-only command sets the "poll" - the Doing question. If
  "@poll" is used by itself, the question is reset to the default
  string "Doing". 
& @aahear
  An Aahear on an object is activated whenever the listen pattern
  matches anything done/said by anything else in the room, and 
  itself.  (Ahear ignores itself, helpful from keeping machines from 
  triggering itself)  See @listen, @ahear, @amhear.
& @adescribe
  @adescribe <object> = <actions>. Sets the actions to be taken when 
  <object> is looked at. Actions are lists of commands separated by 
  semi-colons and these commands are executed by the object (see 
  puppet). Things can execute almost any command but rooms and exits 
  are restricted to forcing objects/puppets to do things. Gender 
  substitutions are applied to the commands before they are executed,
  this allows use of the players name who caused the action. <object>
  can be specified as <name> or #<number>, or as 'me' or 'here'.  May
  be abbreviated @adesc. See also @describe, @idescribe and 
  @odescribe.
  (Note:  @adesc's on people are *Extremely Annoying* and may subject
  you to *Humiliation* if used.  You Have Been Warned.  -Leona)
& @afailure
  @afailure <object> = <actions>. Sets the actions to be taken on 
  failure to use <object>. Actions are lists of commands separated by
  semi-colons and these commands are executed by the object (see 
  puppet).  Things can execute almost any command but rooms and exits
  are restricted to forcing objects/puppets to do things. Gender 
  substitutions are applied to the commands before they are executed,
  this allows use of the players name who caused the action.  
  <object> can be specified as <name> or #<dbref>, or as 'me' or 
  'here'. May be abbreviated @afail. See also @fail and @ofail.
& @ahear
  @ahear <object> = <actions>. Sets the actions to be taken after a 
  string set in the @listen (See @listen) is matched. Actions are 
  lists of commands separated by semi-colons and these commands are 
  executed by the object (see puppet). Objects can execute almost 
  any command. Gender substitutions are applied to the commands 
  before they are executed, this allows use of the players name who 
  caused the action. 
  See also @aahear and @amhear.
& @adeath
  @adeath <object> = <actions>. Sets the actions to be taken after 
  <object> is killed. Actions are lists of commands separated by semi 
  colons and these commands are executed by the object (see puppet) 
  Objects can execute almost any command. Gender substitutions are 
  applied to the commands before they are executed, this allows use 
  of the players name who caused the action.  
  See also @odeath and @death.
& @amhear
  @amhear is like @ahear, only the @listen string/pattern is only
  applied to statements/strings that the object itself generates.
  @amhear and @ahear together equal @aahear.  See @ahear, @listen,
  and @aahear.
& @apayment
  @apayment <object> = <actions>. Sets the actions to be taken after a
  player gives object Marks (see @cost). Actions are lists of 
  commands separated by semi-colons and these commands are executed 
  by the object (see puppet). Objects can execute almost any command.
  Gender substitutions are applied to the commands before they are 
  executed, which allows use of the player's name who caused the 
  action. May be abbreviated @apay. See also @pay and @opay.
& @ause
  @ause <object> = <actions>. Sets the actions to be taken when an
  object is succesfully "used". Actions are lists of commands separated
  by semi-colons. This functions in a similar manner to the other
  @a-attributes, such as @asuccess and @apayment.
& @asuccess
  @asuccess <object> = <actions>. Sets the actions to be taken on 
  successful usage of <object>. Actions are lists of commands 
  separated by semi-colons and these commands are executed by the 
  object (see puppet). Objects can execute almost any command. Gender
  substitutions are applied to the commands before they are executed,
  this allows use of the players name who caused the action. It can 
  be abbreviated @asucc. <object> can be specified as <name> or 
  #<dbref>, or as 'me' or 'here'. See also @success and @osuccess. 
& @does
  @does <object> = <actions>.  Sets the actions to be taken if someone
  performs the @use-does <object> command on this object.  The @does 
  attribute can be triggered by anyone passing an INHERIT check.
& @use-does
  @use-does <object>
  Triggers the @does attribute on the object in question.  If the object
  has one, it will run at that time. This command and the @does attribute
  are provided for backward compatibility with older versions of Pern code.
& use
  use <object>
  Attempts to use an object, triggering its @use/@ouse/@ause attributes.
  The person using the object must pass its uselock; no inheritance check
  is necessary. This is may be done remotely, by using a dbref number;
  it provides an easy way for non-INHERIT objects to perform commands on
  INHERIT objects.
& @boot
  @boot <player>. Disconnects the player from the game. Only Wizards 
  can use this command, so you better not be naughty! Heh!

  (Well, you can be naughty... it's annoying that gets on our nerves.
  Ex: @adesc me = kill %N = 100 will get you @booted real quickly.  
                                            -Leona)
& @charges
  @charges <object> = <integer>. Allows you to limit the # of times 
  an action can be used. If there is a charges attribute it is 
  decremented each time an action is triggered, once it reaches zero 
  actions are disabled. See also @runout.
& @chown
  @chown <object>=<player>. Changes the ownership of <object> to 
  <player>.  Objects may be things, rooms or exits. To chown things, 
  you have to be carrying the thing. For rooms or exits, you have to 
  be in the room. Objects must have the chown_ok flag set before it 
  can be @chowned (See FLAGS).  In a room, the command used must be
  @chown here = <name>, and for an object, you must be very specific.
  Note:  @chown DOES understand the pronoun me.
  Players can't be @chowned; they always own themselves.
& @chzone
  @chzone <object>=<zone object>. Changes the zone of <object> to
  <zone object>. If <zone object> is "none", the zone is reset to
  NOTHING. @chzone'ing a player does not automatically change the
  zone of his objects. Only wizards may use this command.
& @chzoneall
  @chzoneall <player>=<zone object>. Changes the zone of all objects
  owned by <player> to <zone object>. If <zone object> is "none",
  the zone is reset to NOTHING. Only wizards may use this command.
& @clone
  @clone <object or exit>
  For objects, creates an exact duplicate of it and puts it in the
  current room. For exits, it creates an exact duplicate of that
  exit, except the clone's source is the current room rather than
  whatever the original exit's source was.
& @cost
  @cost <object> = <amount> Number of Marks that need to be given to 
  an object to trigger @pay, @opay and @apay. Example: 
  @cost exit-machine=10
  @apay exit-machine=@open %N-exit 
  @pay exit-machine=Your exit has been created.  
& @create
  @create <name> [=<cost>]. Creates a thing with the specified name. 
  Creation costs either <cost> Credits or 10 Marks, whichever is 
  greater. The value of a thing is proportional to its cost. To be 
  exact, value=(cost/5)-1.  Value cannot be greater than 100, any
  values that would be greater than 100 are rounded down to 100.
  (see give re: greed)
& @describe
  @describe <object> [=<description>]. <object> can be a thing, 
  player, exit, or room, specified as <name> or #<number> or 'me' or 
  'here'.  This sets the description a player sees when they use the 
  command 'look <object>'. Without a description argument, it clears 
  the message. It can be abbreviated @desc.  @desc's on everything 
  that isn't dark is considered to be Good Building Practice.
& @destroy
  @destroy <object>. This allows the recycling of objects and returns
  the players investment in the object when used. At the present time
  the DESTROY_OK flag set on an objects allows any one in possession 
  of that object to @destroy it. @destroy may be used to recycle any 
  object but will have a delayed effect on rooms.  Rooms are removed 
  approximately every ten minutes, until then, they have the 
  Going (G) flag set on them.  Should you change your mind, simply
  @set <room> = !Going.  
  (Note: recycling objects is PC!!  -Leona)
& @dig
  @dig <name> [= <name>[;<other name>]*[,<name>[;<other name>]*]].
  Creates a new room with the specified name and displays its number.
  This costs 10 Marks. If the [= <name>....*] option is used, the exit will
  be opened and linked for you.  The [,<exit>...*] option will link a
  reverse exit for you. 
  Example: @dig Kitchen = Kitchen;k;north;n will dig a room called 
  Kitchen, and open an exit called 'Kitchen' in your current room. 
  Example 2: @dig Kitchen = Kitchen;k;north;n,out;o;south;s will dig
  a room called Kitchen, open an exit called 'Kitchen' in the current
  room, AND open an exit 'out' in the room 'Kitchen' leading to the
  current room.
  The ; symbol means that you may enter the exit by typing 
  'k','north' or 'n' also.  Only the first Exit name is displayed in
  the Obvious exits list.
& @drop
  @drop <object> [=<message>]. <object> can be a thing, player, exit,
  or room, specified as <name> or #<number> or 'me' or 'here'. Sets 
  the drop message for <object>. The message is displayed when a 
  player drops <object>. Without  a message argument, it clears the 
  message. 
  See also @odrop and @adrop.
& @edit
  @edit <object>/<attribute> = <search>,<replace> This is used so as 
  not to have have to retype those obnoxiously long descriptions just
  to make one little change.  Instead, search and replace via @edit. 
  <attribute> can be any attribute currently defined on <object>.  
  <search> and <replace> are two strings.  See also ATTRIBUTES.
& @emit
  @emit <message>  This send message to every person in the current room.
  However, no identifier marking it as being sent by you is show.  Ie.
  @emit foo would show 'foo' to every object in the room.
  See also @pemit, @remit, @oemit, NOSPOOF and SPOOFING.
& @failure
  @failure <object> [=<message>]. <object> can be a thing, player, exit,
  or room, specified as <name> or #<number> or 'me' or 'here'. Sets 
  the fail message for <object>. The message is displayed when a 
  player fails to use <object>.  Without a message argument, it 
  clears the message. May be abbreviated @fail. See also @afail and
  @ofail.  
  (Putting @fails on all exits and objects that are locked is 
  Good Building Practice  -Leona)
& @find
  @find [name]. Displays the name and number of every room, thing, or
  player that you control whose name matches <name>. Because the
  command is computationally expensive, this costs 100 pennies.
& @force
  @force <player/object>=<command>. Forces the game to act as though
  <player/object> had entered <command>.  Only wizards may force
  players. May be abbreviated @fo.  Wizards cannot be forced by
  players. Hard luck. You can always force objects you control, 
  especially puppets.  Puppets can be given abbreviated commands in
  the form of <name/dbref> <command>.  #<dbref>'s are necessary if
  the puppet is not in the same room as you.  See Puppets.
& @death
  @death <player> [=<message>]. <player> can be specified as <name> or
  #<dbref> or 'me' or 'here'. Sets the death message for <player>. The
  message is displayed when <player> is killed. Without  a message 
  argument, it clears the message.  See also @adeath and @odeath.
& @idescribe
  @idescribe <object> [=<message>].  Sets object's internal description. 
  The internal description of an object will be shown to any object 
  entering it.  Without a message argument, it shows the usual @desc.
  (see enter, @enter, @oenter, and enter_ok).  May be abbreviated @idesc
& @link
  @link <object>=<number>; @link <object>=here; 
  @link <dir>|<room>=home. Links <object> to room specified by 
  <number>. For things and players, sets the home room (See HOMES). 
  For rooms, sets the drop-to room (See DROP-TOs). For exits, sets 
  the target room; exits must be unlinked, and you must own/control 
  the target room unless its LINK_OK flag is set. Linking an exit 
  costs 1 Mark. If the exit was owned by someone else, the former 
  owner is reimbursed 1 Mark. (see @open, @dig)
& @listen
  @listen <object> = <string>. A wildcard pattern for an object to 
  listen for.  If/when <string> is heard, the object's ahear is
  triggered. Note: if @listen is matched the objects contents will
  also hear the message. 
& @lock
  @lock <object>=<key>. Locks <object> to a specific key(s). <object>
  can be specified as <name> or #<number>, or as 'me' or 'here'. 
  Boolean expressions are allowed, using '&' (and), '|' (or), 
  '!' (not), and parentheses ('(' and ')') for grouping. To lock to a
  player, prefix their name with '*' (ex. '*Moonchilde').
  Example:
   @lock Purse = me|*Darling will lock object purse so that only you 
   or player Darling can take it.

  New lock features:
  You can now lock to attributes. Example:       
  @lock thing=sex:m*      will lock thing to any one whose sex starts
   with an M. 
      Wild cards, greater than and less than may be used.
  @lock a-f=name:<g  will lock the exit a-f against any one whose 
  name  is higher than f.

  Indirect, Carry, and Is locks are now also possible.
    **See help @lock2 for more information **
    **on Indirect, Carry, and Is locks.    **
& @lock2
  Indirect locks -- locks an object to the lock of the specified 
  object.  Good if you have many locks with the same key, simply 
  lock all the locks to one object, then lock that object to the 
  common key.
  Example:
    @lock foo=@bar    locks foo to bar's key.

  carry lock -- you can go though only if you carry foo.  
  Example:
    @lock bar = +foo

  Is lock -- you can only go through if you ARE foo. 
  Example:
    @lock bar = =foo
  The last two are different from @lock foo = bar in that 
  @lock foo =bar will let you pass either if you carry bar or are 
  bar.
& @name
  @name <object>=<new name> [<password>]. Changes the name of 
  <object>.  <object> can be a thing, player, exit, or room, 
  specified as <name> or #<dbref> or 'me' or 'here'. For a player, 
  it requires the player's password.
& @newpassword
  @newpassword <player> =<password>. Only wizards may use this 
  command.  Changes <player>'s password, informing <player> that you 
  changed it.  Must be typed in full. If you forget your password, 
  log on as guest (password = guest) and talk to a Wizard.
& @odescribe
  @odescribe <object> [=<message>]. The odescribe message, prefixed 
  by the player's name, is shown to others when the player looks at 
  <object>. Without a message argument, it clears the message. 
  <object> can be specified as <name> or  #<number>, or as 'me' or 
  'here'. May be abbreviated @odesc. See also @describe, @adescribe 
  and @idescribe.
& @odrop
  @odrop <object> [=<message>]. The @odrop message, prefixed by the 
  player's name, is shown to others when the player drops <object>. 
  Without a message argument, it clears the message. <object> can be 
  specified as <name> or #<number>, or as 'me' or 'here'. See also 
  @drop and @adrop.
& @ofailure
  @ofailure <object> [=<message>]. The @ofail message, prefixed by the 
  player's name, is shown to others when the player fails to use 
  <object>. Without a message argument, it clears the message. 
  <object> can be specified as <name> or #<dbref>, or as 'me' or 
  'here'.  May be abbreviated @ofail.
  See also @afail and @fail.  (Note: @ofails on locked exits and
  objects is considered Good Building Practice.)
& @odeath
  @odeath <player> [=<message>]. The @odeath message, prefixed by the 
  player's name, is shown to others when the player is killed. 
  Without a message argument, it clears the message. <player> can be 
  specified as <name> or #<dbref>, or as 'me' or 'here'. See also 
  @adeath and @death.
& @opayment
  @opayment <object> [=<message>]. The opay message, prefixed by the 
  object's name, is shown to others in the room with object when someone
  'pays' for something. Without a message argument, it clears the message.
  <player> can be specified as <name> or  #<dbref>, or as 'me' or 'here'.
  May be abbreviated @opay. See also @apay, @pay, and @cost.
& @open
  @open <direction>[;<other direction>]* [=<number>][,<dir>[;<other dir]*].
  Creates an exit in the specified direction(s). If <number> is specified,
  it is linked to that room. Otherwise, it is created unlinked. You or 
  anyone else may use the '@link' command to specify where the unlinked
  exit leads.  Opening an exit costs 1 Mark. If you specify <number>,
  linking costs 1 more Mark.  If you specify a room, you may also specify
  an exit leading from that room back to the current room.  This second back
  exit costs the same as the forward one.  See also @link and @dig.  
& @osuccess
  @osuccess <object> [=<message>]. The @osuccess message, prefixed by
  the player's name, is shown to others when the player successfully 
  uses <object>.  Without a message argument, it clears the @osuccess
  message. It can be abbreviated @osucc. <object> can be specified as
  <name> or #<number>, or as 'me' or 'here'. See also @success and 
  @asuccess. (Putting @osuccs on all useable exits and takeable 
  objects is considered Good Building Practice, especially if it
  allows people to follow people w/o shouting out which exit to take
  each time you leave a room.)
& @ouse
  @ouse <object> [=<message>]. The @use message, prefixed by the player's
  name, is shown to others when a player successfully does a "use" on
  the object. Without a message argument, it clears the @ouse message.
  See also @use and @ause.
& @password
  @password <old password>=<new password>. This changes your 
  password.  It can be abbreviated @pass.
& @payment
  @payment <object> [=<message>]. The pay message is shown to the player
  who paid the object. Without a message argument, it clears the message.
  <player> can be specified as <name> or  #<number>, or as 'me' or 'here'.
  May be abbreviated @pay. See also @apay, @opay, and @cost.
& @pemit
  @pemit <object> = <message> sends message to object directly.
  It is very similar in its effects to @emit except only one object
  will see the message. You may @pemit to objects in the same room,
  objects you are carrying, and to objects that are carrying you, 
  or @pemit remotely, using #<object> or *<player name>.
  See also @emit, @oemit, @remit, NOSPOOF, and SPOOFING.
& pose
  pose <action pose>. Displays your name followed by the statement 
  you posed.  May be abbreviated by the ':' symbol. Example:
  If you are player Bob, and you type in ':laughs out loud' 
  everybody in the room will see:
  Bob laughs out loud
& @runout 
  @runout <object> = <actions> This is an action to be taken when 
  charges reach zero (See '@charges'). Actions are lists of commands 
  separated by semi-colons, and these commands are executed by the 
  object (see puppet). Things can execute almost any command but
  rooms and exits are restricted to forcing puppets to do things. 
  Gender substitutions are applied to the commands before they are 
  executed, this allows use of the players name who caused the 
  action. 
& @search
  @search [<player>] [<class>=<restriction>]. This command searches 
  the database and lists objects which meet user specified search 
  criteria.  If a <player> argument is supplied, only objects owned 
  by that player will be listed. If a <class> argument is supplied 
  only objects of a certain class will be listed. Possible <class>es
  include (TYPE, NAME, ZONE, EXITS, OBJECTS, ROOMS, PLAYERS, and FLAGS). 
  If <class>=TYPE, possible <restriction>s include (OBJECTS, ROOMS, 
  EXITS, PLAYERS). If <class>=NAME, only objects whose name begin 
  with the string <restriction> will be listed. If <class>=ZONE, only
  objects in the zone <restriction> will be listed. The <restriction>
  must be specified as a dbref number. If <class>=EXITS, OBJECTS, ROOMS, 
  or PLAYERS, only objects of that type and whose  name begin with the 
  string <restriction> will be listed. Finally if <class>=FLAGS, only 
  objects with the list of flags specified by <restriction> will be listed. 
  For the class TYPE=PLAYER, and for  PLAYER=<player-name>, anyone may 
  obtain information on any player.  In all other cases, only wizards may 
  obtain information about other players. This is computationally
  expensive, costing 100 pennies. It is generally faster than @find.

  Examples:
    @search flags=Wc      <-- search for connected wizards.
    @search type=rooms    <-- list all rooms owned by me.
    @search zone=#50      <-- list all objects belong to zone #50.
& @set
  @set <object>=<flag>; @set <object>=!<flag>;
  @set <object>=<attribute>:<value> or a shorthand version may be 
  used 
  @<attribute> <object>=<value> Sets (or, with '!', unsets) <flag> on
  <object>.
  See FLAGS.
& @sex
  @sex <player> = <gender>  Used for pronoun substitution, normally 
  male or female. Visible to all. Examples:
  @sex me = Male
  @sex me = No thank you (silly, but possible)
& @shutdown
  @shutdown. Only wizards may use this command. Shuts down the game. 
  Must be typed in full.
& @startup
  @startup = <action list>. This is an action list that gets 
  triggered the first time the mud comes up.  If the mud crashes, 
  this list will be triggered when the mud comes back up.  Thus, you 
  can retrigger objects that need to be running continuously.
& @stats
  @stats. Display the number of objects in the game broken down by 
  object types.  Wizards can supply a player name to count only 
  objects owned by that player.
& @success
  @success <object> [=<message>]. Sets the success message for 
  <object>. The message is displayed when a player successfully uses 
  <object>. Without a message argument, it clears the message. It 
  can be abbreviated @succ. <object> can be specified as <name> or 
  #<dbref>, or as 'me' or 'here'. See also @osuccess and @asuccess. 
& @use
  @use <object> [=<message>]. Sets the use message for <object>. The
  message is displayed when a player successfully does a "use" on the
  object. Without a message argument, it clears the message.
& @teleport
  @teleport [<object>=] <room>. Teleports <object> to <room>. 
  <object> must be a thing. (Wizards can also teleport players.) You 
  must be able to link to the destination, and either control the 
  object or its current location. You can only teleport objects into 
  a rooms and objects you own only. If the target room has a drop-to,
  <object> will go to the drop-to room instead.  Wizards can teleport
  things into players' inventories.
& @unlink
  @unlink <dir>; @unlink here. Removes the link on the exit in the 
  specified direction, or removes the drop-to on the room. Unlinked 
  exits may be picked up and dropped elsewhere. Be careful, anyone 
  can relink an unlinked exit, becoming its new owner (but you will 
  be reimbursed your 1 Mark). See @link.
& @unlock
  @unlock <object>. Removes the lock on <object>. See @lock.
& @wall
  @wall <message>. Only wizards may use this command. 
  Shouts <message> to every player connected. Must be typed in full.
& @rwall
  @rwall <message>
  Only wizards and royalty may use this command. It broadcasts a message to
  all connected wizards and royals, prefixed with "Admin:". If the first
  character is : or ; it does the same thing as @wizpose.
& @rwallpose
  @rwallpose <pose>
  Only wizards and royalty may use this command. It's a variant of @rwall,
  using a pose, and is identical to "@rwall :<pose>"
& @rwallemit
  @rwallemit <message>
  Only wizards and royalty may use this command. It is similar to @wizemit,
  but broadcasts the message to all connected wizards and royals.
& @wizwall
  @wizwall <message>.  Only wizards may use this command.  
  Shouts <message> to all wizards logged in.  If the first character is
  a : or ; it does the same thing as @wizpose. (; doesn't attach the space)
& @wizpose
  @wizpose <message>.  Only wizards may use this command.
  Shows the <message> to all wizards logged on in pose format.
& @wizemit
  @wizemit <message>.  Only wizards may use this command.
  Shows <message> to all wizards logged on in emit format.
& @whereis
  @whereis <player>. Tells you the location of the player. If you 
  wish to remain unlocatable, set your UNFINDABLE flag. (See FLAGS). 
  The person being located will get a message to inform them that you
  have successfully or unsuccessfully located them.  
  Ex: @whereis  Moonchilde
& ATTRIBUTES
  ATTRIBUTES

  The following standard attributes can be set on your character.
  These attributes are set by typing @<attribute> <object> = <value>.
  Typing help on the @-command associated with each attribute will get
  you help on that attribute.  Attributes with (*) after them are special,
  and a) cannot be set by players and b) are possibly only visible to
  wizards. There is a section also on NON-STANDARD ATTRIBUTES.

  AAHEAR        ACLONE        ACONNECT      ADEATH        ADESCRIBE
  ADISCONNECT   ADROP         AEFAIL	    AENTER        AFAILURE
  AHEAR         ALEAVE        AMHEAR        AMOVE         APAYMENT
  ASUCCESS      AWAY          CHARGES       COST          DEATH
  DESCRIBE      DOES          DROP          EALIAS        EFAIL
  ENTER         FAILURE       HAVEN         IDESCRIBE     IDLE
  LALIAS        LAST (*)      LASTSITE (*)  LEAVE         LISTEN
  MOVE          ODEATH        ODESCRIBE     ODROP         OEFAIL
  OENTER        OFAILURE      OLEAVE        OMOVE         OPAYMENT
  OSUCCESS      OXENTER       OXLEAVE       PAYMENT       PASSWORD (*)
  QUEUE (*)     RQUOTA (*)    RUNOUT        SEX           STARTUP
  SUCCESS

  Those with a (*) above have a separate help section for each of them
  so that you can find out what each attribute controls.
  Any attribute name can be shortened, but at shorter forms run the risk
  of conflicting with other attribute names.  This could result in you
  setting an unwanted attribute.
& LAST
  LAST

  This attribute shows the last time you connected to the MUSH. It is
  only visible to objects that control you (wizards, you or your objects)
  or if you set yourself VISUAL.
& PASSWORD
  PASSWORD

  This attribute stores your encrypted password.  It is not visible to
  anyone within the game, and cannot be altered except via the @password
  and @newpassword commands.
& QUEUE
  QUEUE

  This attribute is only visible to objects that control you (wizards, 
  yourself, and your objects) or unless you are VISUAL.  It tracks how
  many active commands you have in the queue.
& RQUOTA
  RQUOTA

  This attribute tracks building quota if it is implemented.  It is
  settable in-game only by a wizard, and is only visible to wizards.
& NON-STANDARD ATTRIBUTES
  NON-STANDARD ATTRIBUTES
  Objects now have the capability of having an unlimited number of
  attributes.  These attributes can have any name.  In order to preserve
  backward compatibility, the VA-VZ, WA-WZ, and XA-XZ attributes still
  exist in their previous form, and are set like a normal attribute.
  To set a new style attribute, you use the form
      @_<attribute_name> <obj> = <value> OR
      @set <obj> = <attribute_name>:<value>
  All attributes have the ability to be used in attribute locks (see help 
  @lock).  Attributes also have the new ability to be 'owned' independent
  of object ownership (see help ATTRIB-OWNERSHIP).  All attributes
  can be addressed in get() as well as in edit, and %-substitute form,
  as well as accessed via the V-function.
& ATTRIB-OWNERSHIP
  ATTRIBUTE OWNERSHIP
  The first person to create an attribute on an object is said to 'own'
  that attribute.  You must control the object in order to create an
  attribute on it.  ***OWNERSHIP OF ATTRIBUTES IS NOT CHANGED WHEN AN
  OBJECT IS @CHOWNED***  This allows for 'locks' which cannot be faked
  as the person who controls the lock and the person who controls the
  attribute MUST be the same for the lock to succeed.  It is also
  possible to 'freeze' or 'lock' an attribute so that new owners of the
  object can not tamper with it.  This allows 'standard' commands on
  objects and other neat stuff.  Attribute locking is controlled by the
  new command @atrlock and attribute ownership can be changed via the 
  @atrchown command.
& BEING KILLED
  BEING KILLED  
 
  Getting killed is no big deal. If you are killed, you return to
  your home, and  all things you carry return to their homes. You 
  also collect 50 Marks in insurance money (unless you have >= 10000 
  Marks or you were killed via the Wizard slay command). See MONEY.  
  Generally, killing is not encouraged unless absolutely necessary.
  (Note: Killing a wizard is a quick way to discover the many uses of
  the @boot command...  and killing anyone can be very rude.)
& BOGUS COMMANDS
  BOGUS COMMANDS    
  
  Bogus commands can be made using exits. For example, to
  make a 'sit' command,  one could "@open sit", then "@link sit=here"
  (because unlinked exits can be  stolen), "@lock sit=me&!me" 
  (impossible to be both at once, therefore always fails), and "@fail
  sit=You sit on the chair."; "@ofail sit=sits on the chair.".  Since
  nobody can go through it, it always fails. The @fail message is 
  displayed  to the player, and the @ofail message (preceded by the 
  player's name) to  everyone else.

  A better way to do user-defined commands is to use $comands on objects.
  These are set using &<attrib> <object>=$<command pattern>:<actions>
  If something a user types matches the command pattern, the actions are
  executed. In order to execute a $command, you must pass the object's
  uselock. Otherwise, you will get a "Permission denied." message.  

& CONTROL
  CONTROL      

  There are 3 rules to controlling objects:
   1) You control anything you own.
   2) A wizard controls everything.
   3) Anybody controls an unlinked exit, even if it is locked.

  Builders should beware of 3, lest their exits be linked or stolen.
& COSTS
  COSTS

          kill: 10 Marks (or more, up to 100 Marks)
          page: 1 Mark
          @dig: 10 Marks
          @create: 10 Marks (or  more, up to 505M),
              (sacrifice value=(cost/5)-1.)
          @find: 300 Marks
          @search: 300 Marks
          @entrances: 300 Marks
          @link: 1 Mark (if you  didn't already own it,
                          +1 to the previous owner).
          @open: 1 Mark (2 Marks if linked at  the same time)
& DROP-TO
  DROP-TO
  When the @link command is used on a room, it sets a drop-to
  location.  Any object dropped in the room (if it isn't STICKY) will
  go to that location.  If the room is STICKY, the drop-to will be
  delayed until the last person in the room has left.
& EXITS
  EXITS
  An exit links one room to another room.  If an exit is set DARK it will
  not show up in the list of obvious exits in a room.
& FAILURE
  FAILURE  

  You fail to use a thing when you cannot take it (because its lock
  fails). You  fail to use an exit when you cannot go through it
  (because it's unlinked or  locked). You fail to use a person when
  you fail to rob them, but you can't rob in a mush. You fail to use
  a room when you fail to look  around (because it's locked).
  See ATTRIBUTES, @fail and @ofail.
& FLAGS
  FLAGS
  @set <object> = <Flags> to set, @set <object> = !<Flag> to
  reset.  Everything in the universe of this MUSH (Rooms, Exits,
  Objects, Players, etc...) are represented in the same way at the
  program level.  A room merely has the room flags set and a player
  has the player flags set.  In addition, flags also give objects
  abilities or qualities.  For instance, a wizard has the wizard flag
  set. That is what lets the program know he may use wizard
  abilities.  An object or room may have the dark flag set. In the
  case of an object, this makes the object invisible to normal
  eye-sight.  In the case of a room, the room becomes too dark to see
  other objects or players.
  For more specific information on a particular flag, request help on
  a flag title.
  Example: help ENTER_OK
    ** To get the list of flags, do help flags-list
& FLAGS-LIST
Flag  Title           Flag  Title                 Flag  Title
---------------------------------------------------------------------
  A - ABODE flag	B - BUILDER flag	    C - CHOWN_OK flag
  D - DARK flag		E - EXIT flag		    F - FLOATING flag
  G - GOING flag	H - HAVEN flag		    I - INHERIT flag
  J - JUMP_OK flag	K - KEY flag		    L - LINK_OK flag
  N - NOSPOOF flag	O - OPAQUE flag		    P - PLAYER flag
  Q - QUIET flag	R - ROOM flag		    S - STICKY flag
  T - TEMPLE flag	U - UNFINDABLE flag	    V - VISUAL flag
  W - WIZARD flag	X - SAFE flag

  c - CONNECTED flag	d - DESTROY_OK flag	    e - ENTER_OK flag
  g - GAGGED flag	h - HALT flag		    i - IMMORTAL flag
  n - NO_TEL flag       p - PUPPET flag	            r - ROYALTY flag	    
  t - TRANSPARENT flag  u - SUSPECT flag	    v - VERBOSE flag
  x - TERSE flag
---------------------------------------------------------------------
& INHERIT
  Inherit is a security flag used to prevent objects without authorization
  from using @force, @set, and @trigger on other objects.
  Authorization is successful if:

     1. The enactor is WIZARD.
     2. The enactor's owner is INHERIT.
     2. The enactor is INHERIT.
     3. The target is not INHERIT.

  Only INHERIT or WIZARD objects may force their owners. Players can
  always @force, @set, and @trigger their objects.
  Authorization is only denied if the enactor is neither a player nor
  INHERIT, and the target is WIZARD or INHERIT.
  Objects which are WIZARD are not subject to any special criterion,
  although they are automatically considered to be INHERIT.
  The normal criteria for object control still apply.
 
& VERBOSE
  An object set VERBOSE echoes the commands it executes to its owner
  before executing them. This differs from the PUPPET flag in that the
  owner sees the command itself, rather than the output from the command.
  This flag is extremely useful in debugging, especially if used in
  conjunction with the PUPPET flag. VERBOSE output follows the format
  "#<object>] <command>". Something like "#1300] @trigger me/va" is a
  good example of typical VERBOSE output.
& TERSE
  TERSE
  When an object is set TERSE, it does not see the descriptions or
  success/failure messages in rooms. This is a useful flag if you're
  on a slow connection or you're moving through a familiar area and
  don't want to see tons of text.
& SUSPECT
  SUSPECT
  This flag is only settable by wizards. Players with this flag have
  their connects, disconnects, name changes, and kills reported to
  all connected wizards.
& SAFE
  SAFE
  This flag, when set on an object, prevents the object from being
  destroyed via the @destroy command. The "@nuke" command must be
  used to recycle the object. Valuable objects should be protected
  by this flag.
& NO_TEL
  NO_TEL
  The @teleport command may not be used by mortals in a room that has
  this flag set. Puzzle rooms, prisons, and similar locations would
  probably benefit from this flag.
& IMMORTAL
  IMMORTAL
  If this flag, which is settable only by wizards, is set on an object,
  that object may not be killed by mortals. This is useful for machines
  which need to run continuously.
& ROYALTY
  ROYALTY
  If this flag is set on any type of object, then that object will
  be able to @tel and examine as if it was a wizard.  It will not however be
  able to change things like a wizard could.  Only wizards may set it on
  players, although players who are ROYALTY may set their objects ROYALTY.
& TRANSPARENT
  TRANSPARENT
  If this flag is set on an exit, when a player looks at the exit they
  will see the description and contents of the destination room following
  the exit's description.  The exit list and succ/fail messages of the
  room will NOT be displayed.
& ABODE
  ABODE  If a room is set ABODE, any player can set his home there,
  and can set the homes of objects there.  It does not mean that a
  player can open an exit to that room, only that they can set their
  home there.  This flag should not be set unless you want to make the
  room a public 'living area'.
& CHOWN_OK
  CHOWN_OK  This flag, when set, allows you to transfer ownership to
  another player. To set it, you must be carrying the object. You 
  also have to be in the room if you want to set this flag on rooms 
  or exits.  After this flag is set, the new player may gain 
  ownership of the object by using the @chown command (See @chown).
& CONNECTED
  CONNECTED  This flag applies only to players and it shows if the 
  player is connected or not. Thus, each time you are connected to 
  the game, you should see the 'c' flag set, otherwise, you are DEAD!
  You cannot reset this flag, and it is used internally by the code 
  for things like tabulating players for the WHO list, etc.
& DARK
  DARK      If a room is DARK, then no items are shown when a person 
  'looks' there. If a thing is DARK, then "look" does not list that 
  object in the room's Contents:, and if an exit is DARK, it doesn't 
  show up in the Obvious Exits: list.  Puppets and objects that can 
  listen cannot be DARK.  If your god wishes it so, objects and wizards 
  that are dark will be slightly disguised in speech and poses.  Such
  actions by these objects will show as being from Someone or Something
  depending on whether it was an object or wizard.
& DESTROY_OK
  DESTROY_OK   When set on an object, it allows any player to destroy
  it as long as the object is not locked against them. This is good 
  for things like notes, whereby the recipient can destroy the note 
  after reading it, instead of having to look for you to destroy it.
& ENTER_OK
  ENTER_OK   If an object or person is ENTER_OK, other players may 
  enter the object or person by using 'enter <object/person>.
  Only objects which are ENTER_OK may be entered, regardless of the
  enter lock. Players must also have the ENTER_OK set if they wish to
  be able to receive  things given to them by other players via the 
  'give <player> = <object>'.  
& GENDER
  GENDER    @set me=sex:<unassigned|male|female|neuter>. Default 
  unassigned. If a player's gender is set, %-substitutions will use 
  the appropriate pronoun for that player. Only  meaningful for 
  players. 
  See SUBSTITUTIONS.  
& GOING
  GOING     Used internally for the @destroy command, it is set on 
  rooms that are set to be destroyed. In the event that a player 
  decides they don't want to destroy the room after all then they can
  unset it.  
& HAVEN
  HAVEN     @set here=haven;@set me=haven. If a room is HAVEN, you 
  cannot kill in that room. If a player is set HAVEN, he cannot be 
  paged.  Bummer.
& KEY
  KEY     When set on an object prevents puppets from picking it up.
  When it is set on an exit, it prevents puppets from going through it.
& LINK_OK
  LINK_OK   If a room is LINK_OK, anyone can link exits to it (but 
  still not from it). It has no meaning for people, things, or exits.
  See @link.
& UNFINDABLE
  If a player is set UNFINDABLE, he cannot be found by the @whereis 
  command.  Bummer.
& FLOATING
  If a room is set floating, you will not be notified every 10 
  minutes or so that you have a disconnected room.
& OPAQUE
  OPAQUE   When set on a player, it prevents other players from 
  seeing what you are carrying in your inventory. Only exception is 
  when the object you are carrying belongs to the other player 
  looking at you.
& PLAYER
  PLAYER The PLAYER flag identifies you as a player. This flag cannot
  be reset by any player, not even a Wizard (not, yet, anyway 
  *grin*).  It is used mainly by the mush code to identify your 
  commands, check for validity of commands or locks etc. Generally, 
  just pretend it isn't even there.
& JUMP_OK
  When a room is set JUMP_OK, then that room can be teleported into
  by anyone. See @teleport.
& PUPPET
  PUPPET   @set <object> = puppet. Causes an object to grow eyes and 
  ears, and relay all it sees and hears to its owner.  
  See: @force, PUPPETS
& ROOM
  ROOM   This flag is automatically set on rooms when you @dig a new
  room. It cannot be changed. Rooms have the added advantage that 
  they can be saved from destruction by setting the room to !GOING 
  (SEE GOING).
  However, this can only be done if no other room/object was created 
  that overwrote your room when it was set for destruction.
& VISUAL 
  VISUAL The flag a lot of players have been waiting for. When set on
  your object, it allows other players to examine it and see all the
  object's attributes as if they owned the object. They cannot make 
  any changes to the object.
& QUIET
  QUIET     This flag when set on yourself prevents you from hearing 
  the 'set' or 'triggered' messages from any objects you own.  When 
  set on an object, only that object will not relay its messages.
& HALT
  HALT    While this flag is set, the object cannot perform any mush 
  actions, listen, be triggered, etc.
& GAGGED
  GAGGED   When set on a player, it disables him from doing anything 
  except moving and looking.  He cannot talk, page, build, pose, get 
  or drop objects. (Yet another consequence of annoying the wizards.)
  Only wizards can set this flag.
& STICKY
  STICKY    If a thing is STICKY, it goes home when dropped 
  (See HOMES). If a room is STICKY, its drop-to is delayed until the 
  last person leaves (See DROP-TOs). Only meaningful for things and 
  rooms.  
& TEMPLE
  TEMPLE  If a room is TEMPLE, you can sacrifice things for Marks by 
  dropping them there. It has no meaning for players, things, or 
  exits. Only wizards can set this flag.  
& BUILDER
  BUILDER If a player has the BUILDER flag set, it means that all the
  building commands will work for them.  Without it, you can only 
  explore the world but not add to it. This is only settable by 
  Wizards.
& WIZARD
  WIZARD    If a person is WIZARD, they are a wizard, unkillable, 
  subject to fewer restrictions, and able to use wizard commands.  
  In general, WIZARDs can do anything using #<number> or *<player>. 
  Only player #1 can set and unset the WIZARD flag of other players. 
  No WIZARD can turn their own WIZARD flag off.
& NOSPOOF
  NOSPOOF   If an object is set NOSPOOF, @emits, @oemits, @remits and
  @pemits will be distinctively tagged to help prevent spoofing.
  See SPOOFING, @emit, @pemit, @remit, and @oemit.
& LISTENING
  There are two ways to listen for something in a room. The easiest way
  is to use a combination of @listen and @ahear/@aahear/@amhear. The
  second way is to use a "^" pattern in an attribute, similar to the way
  "$" is used for user-defined commands. This takes the form of:
  &<attribute> <object> = ^<pattern>:<action>
  The criterion for triggering a pattern-listen is the same as that for
  triggering an @ahear - the object cannot trigger its own listen patterns.
  Example:
  > &TEST object = ^* screams.:"Hello, %0.
  Object - Set.
  > :screams.
  Amberyl screams.
  > Object says "Hello, Amberyl."

& HERE
  HERE    The word 'here' refers to the room you are in. For example,
  to rename the room  you're in (if you control it), you could enter 
  "@name here= <new name>". 
& HOMES
  HOMES    Every thing or player has a home. This is where things go 
  when sacrificed,  players when they go home, or things with the 
  STICKY flag set go when dropped  (See STICKY). Homes are set with 
  the @link command. A thing's home defaults to  the room where it 
  was created, if you control that room, or your home. You can link 
  an exit to send players home (with their inventory) by 
  "@link <dir>=home".  Drop-tos can also be set to 'home'. 
  See DROP-TO and @link.
& LINKING  
  LINKING  You can link to a room if you control it, or if it is set 
  LINK_OK or ABODE. Being able to link means you can set the homes of
  objects or yourself to that  room if it is set ABODE, and can set 
  the destination of exits to that room if it is LINK_OK.
  See LINK_OK, ABODE and @link.  
& ME
  ME   The word 'me' refers to yourself. Some things to do when 
  starting out: 
  1) give  yourself a description with 
  "@describe me=<description>", then look at yourself  with 
  "look me". 
  2) set your gender, if you wish it known, with "@set me=male" or 
  "@set me=female"  (or "@set me=neuter" to be an 'it').  
& MONEY
  You will be given a daily allowance of Marks to spend in anything 
  you can find to spend it on.  See COSTS and SACRIFICING. 
& PUPPETS
  PUPPETS   An object is made into a puppet by doing 
  @set [object]=puppet.  Once an object is a puppet it will relay all 
  that it sees and hears to its master.  All objects created by a 
  puppet are owned by its master.  When puppets spend or earn Marks
  they are also taken from and given to its master. In order to 
  prevent puppets from screwing up puzzles objects may have the key 
  flag set, which will prevent puppets from picking the object up. A 
  puppet may be commanded by its master by:  
  @force [object]=command or by the shorthand version, 
  [name/# of puppet] command
 
  example:       
  @force fred="hi there. or     
  fred "hi there. or       
  #4342 "hi there.  
& ROBBERY
  ROBBERY   Robbing is not allowed on this MUSH. If you really 
  need money, ask your friendly neighborhood wizard. (Like Leona, who
  is *really* friendly.  Give her a page hi!)
& SACRIFICING
  SACRIFICING    You sacrifice a thing by dropping it in the temple. 
  Sacrificing an object gives you the value of an object. You can't 
  sacrifice something you own, and get money for it. If you have 
  >= 10000 Marks, all sacrifices are worth only 1 Marks. The 
  sacrifice value of a thing is set at creation by 
  "@create frob=cost", by the formula value=(cost/5)-1. Only a wizard
  can change the value of an object, once created.
& SUBSTITUTIONS
  SUBSTITUTIONS  All messages may contain %-substitutions, which 
  evaluate to gender-specific pronouns if the player's gender is set.
  They are:
  %s (subjective) = Name, he, she, it.
  %o (objective) = Name, him, her, it.
  %p (possessive) = Name's, his, her, its.
  %N (player's name) = Name.
  If you need a '%', use %%.
  Ex. '@ofail teapot=burns %p hand on the hot teapot.'
  See GENDER. 

  Other substitutions, such as %va-%vz, %wa-%wz, %xa-%xz, and %0-%9 
  may also be used and will be evaluated to v(?) (See V-FUNCTIONS)
  where ? is a-z or 0-9. In these substitutions and pronoun substituions,
  if the first letter of the name is capitalized, the first letter of
  the substitution will also be capitalized.

  Other possible substitutions are:
  %# (player number) = #<actor's number>. Equivalent to num(%N)
  %! (object number) = #<message holder's number>. Equivalent to num(me)
  %r (newline) = New line character in output.
  %t (tab) = Tab character in output.
  %b (blank) = Space in output.
  %_<attrname> This will give you the discreet value of ANY attribute you can
     read on the object.

& SUCCESS
  SUCCESS   You successfully use an object when you take it. You use 
  an exit successfully  when you go through it. You successfully use
  a room when you look around. See  ATTRIBUTES, @SUCCESS and @OSUCCESS. 
& TYPES OF OBJECTS
  TYPES OF OBJECTS    There are 4 types of objects: things, players, 
  exits, and rooms. The first  letter following an object's ID number
  indicates the type: P(layer), E(xit),  R(oom), otherwise, thing. 
  Things are inanimate objects that can be carried.  Players are 
  animate objects that can move and carry. Exits are the means by 
  which objects move from room to room. Rooms are locations that 
  contain objects and linked exits.
& ENACTOR
  The enactor is the thing that is doing something.  If one of your 
  Objects does something (through a @force or @trigger) it is the 
  enactor.  If one of your links or rooms does something (through a 
  @Asuc, @Afail or @Aenter) then YOU are the enactor and the action 
  happens as if you typed it in directly.  To determine the enactor 
  create an object to listen for the action with @ahear = :[v(N)].
& STACK
  V(0) through V(9) are the ten items on the stack.  Stack values can
  be set by either parameters after an @trigger or asterisk substitution
  in pattern matching.
  Example: @listen item=* foo *; @ahear item= [v(1)] bar [v(0)].
& @switch
  The @switch is the general for/while/until/if part of MUSH.  The 
  format is:
  @switch thing= pat1, action1, pat2, action2, ...default-action 
  Example: @switch [rand(2)]=0,:foo,:bar 
& @trigger 
  @trigger can pass control and data (on the stack) between or within
  items.
  Example: @va item=@trigger me/vb=[v(0)]; @vb item = :[v(0)];
  @trigger item/va=foo.
& VERBS
  For most verbs there are three forms: Verb (what the Enactor sees),
  Overb (what others in the area see) and Averb (the action to be 
  taken when the event happens). Example: @Drop, @Odrop and @Adrop
& V-function
  The V function has many forms: v(N) {The enactor}, v(#) 
  {the number of the enactor}, v(vq) {@VQ of the current object}, 
  v(0) {The top item on the stack}, etc. Example, try: :[v(N)]
& @sweep
  @sweep [connected]
  @sweep gives you a list of all objects/players that are listening in
  the room you are currently in, as well as the objects you are
  carrying. Most objects only listen for a particular string or
  phrase, so they normally do not pose a problem if you need privacy.
  You will have to be careful of players and puppets since they will
  hear everything you say and do. (And might post the same to r.g.m!)
  If the connected flag is given, only connected players and puppets
  owned by connected players will be shown in the @sweep.
& SPOOFING
  Spoofing is the act of making other characters think that a person
  said or did something that they did not.  This is very easy to
  accomplish, and has some good effects, which is why it is allowed.
  Overabuse of this feature will result in its being made a wizard
  only feature. (Not to mention perhaps bringing down a few @toads on
  people) See also @emit, @pemit, @remit, @oemit and NOSPOOF.
& FUNCTIONS
  Functions are specialized commands used to manipulate strings and
  other input.  The format for a function is of this form:
  [fun-name(<input>)]
  Although usually the []'s indicate an input that is optional, in
  this case they are necessary and tell the MUSH that this is a
  function, although nested functions
  (like [first(rest(This is a nice day))]
  returns 'is') do not require more than one pair of []'s.

  The functions available in the MUSH code are:
  ADD()           AND()           ALPHAMIN()      ALPHAMAX()
  ART()	          CAPSTR()        CAT()           COMP()          
  CON()           DIST2D()        DIST3D()        DIV()           
  ELOCK()         EQ()            EXIT()          EXTRACT()       
  FIRST()         FLAGS()         FLIP()	  GET()           
  GT()            GTE()           HASFLAG()       HOME()          
  LCON()          LCSTR()         LEXITS()        LNUM()          
  LOC()           LOCK()          LSEARCH()       LT()            
  LTE()           LWHO()          MAIL()          MATCH()         
  MAX()           MEMBER()        MID()           MIN()           
  MOD()           MONEY()         MUL()           NAME()          
  NEARBY()        NEQ()           NEXT()          NOT()           
  NUM()           OBJ()           OR()            OWNER()         
  POS()           POSS()          RAND()          REMOVE()        
  REST()          RNUM()          S-Function      SORT()          
  STRLEN()        SUB()           SUBJ()          TIME()          
  TYPE()          UCSTR()         V-Function      WORDPOS()       
  WORDS()         XGET()          XOR()           ZONE()

  NOTE:  %-substitutions do not always work as arguments for functions.
& HOME()
  home(<object>)

  Returns the object's 'home'.  This is the home for players, or the
  drop-to for rooms.
& ZONE()
  zone(<object>)

  Returns the object's 'zone'. This is the dbref of the master object
  which defines the zone.
& LSEARCH()
  lsearch(<player>, <class>, <restriction>)

  This function is similar to the @search command, except it returns
  just a list of dbref numbers. It is computationally expensive, and
  costs 100 pennies to perform.
  The function must have three arguments. Wizards can specify "all"
  or <player> for the <player> field; mortals must use "me".
  If you do not want to restrict something, use "none" for <class>
  and/or <restriction>.
  Possible <class>es are TYPE, NAME, ZONE, EXITS, OBJECTS, ROOMS,
  PLAYERS, and FLAGS. If <class>=TYPE, the possible <restrict>ions
  are OBJECTS, ROOMS, EXITS, and PLAYERS. If <class>=NAME, only
  objects with <restriction> whose name matches <restriction> will
  be listed. If <class>=EXITS, OBJECTS, ROOMS, or PLAYERS, only
  objects of that type and whose name matches <restriction> will
  be listed. If <class>=ZONE, only objects belonging to the zone
  <restriction> will be listed. <restriction> must be specified
  as a dbref number. If <class>=FLAGS, only objects with the list 
  of flags specified by <restriction> will be listed. Only wizards 
  may obtain information about other players.
  Examples:
    lsearch(all, flags, Wc)     <-- lists all connected wizards.
    lsearch(me, type, rooms)    <-- lists all rooms owned by me.

& ALPHAMIN()
  alphamin(<word1>, <word2>, <word3>, ...)

  Takes up to ten word arguments, and returns the word which is
  lexicographically smallest.
& ALPHAMAX()
  alphamax(<word1>, <word2>, <word3>, ...)

  Takes up to ten word arguments, and returns the word which is
  lexicographically biggest.
& SORT()
  sort(<word1>, <word2>, <word3>, ...)

  Takes up to ten word arguments, and sorts them into lexicographic
  order. It returns a space-separated list of words.
& SUBJ()
  subj(<object>)

  Returns the subjective pronoun - he/she/it - for an object.
& OBJ()
  obj(<object>)

  Returns the objective pronoun - him/her/it - for an object.
& POSS()
  poss(<object>)

  Returns the possessive pronoun - his/her/its - for an object.
& TYPE()
  type(<object>)

  This function returns the type of an object - PLAYER, THING, EXIT,
  or ROOM. See "help types of objects" for more.
& RNUM()
  rnum(<room number>, <object>)
 
  This function returns the dbref number of an object (player, thing, or
  exit). The object must be in the specified room. This function is
  essentially identical to NUM(), except it matches things in the
  specified room rather than the room that you are in. The RNUM()
  function is meant to be used in conjunction with Master Room objects.
& MAX()
  max(<num1>, <num2>, ..., ...)

  This function returns the largest number in its list of arguments.
  It can take up to ten numbers as arguments.
& MIN()
  min(<num1>, <num2>, ..., ...)

  This function returns the smallest number in its list of arguments.
  It can take up to ten numbers as arguments.
& MAIL()
  mail(<mail message #>)

  This function returns a message corresponding to that mail message
  number in your MUSH mailbox. This function can be used to forward
  mail, or as a way to simply transfer mail messages to attributes
  on an object.
& XGET()
  xget(<object>, <attribute>)

  This function is identical to get() in purpose, but a comma instead of
  a slash separates object and attribute. Unlike get(), xget() allows
  nesting of functions, and multiple nested xgets. Please see "help get()"
  for more details on the use of this function.

& ART()
  art(<string>)

  This function returns the proper article, "a" or "an", based on whether
  or not <string> begins with a vowel.
& LWHO()
  lwho()

  This returns a list of the dbref numbers for all currently-connected
  players. Only wizards may use this function; it returns "#-1" otherwise.
& HASFLAG()
  hasflag(<object>, <flag name>)

  Returns 1 if the object has the named flag, and 0 if it does not.
  You do not have to control the object.
  Example: hasflag(me, connected) will return "1"
& DIST2D()
  dist2d(x1, y1, x2, y2)

  Returns the integer distance between two points in the Cartesian
  plane that have coordinates (x1, y1) and (x2, y2).
& DIST3D()
  dist3d(x1, y1, z1, x2, y2, z2)

  Returns the integer distance between three points in space, with
  coordinates (x1, y1, z1) and (x2, y2, z2).
& WORDPOS()
  wordpos(<string>, <number>)

  Returns the number of the word within <string> where the <number>th
  character falls. Characters and words are numbered starting with 1,
  and spaces between words are treated as belonging to the word that
  follows them. If <number> is not within the string, #-1 is returned.
  Example: wordpos(foo bar baz, 5) returns "2"
& LCSTR()
  lcstr(<string>)

  Returns <string> with all letters converted to lowercase.
  Example: lcstr(Foo BAR bAz) returns "foo bar baz"
& UCSTR()
  ucstr(<string>)

  Returns <string> with all letters converted to uppercase.
  Example: ucstr(Foo BAR baz) returns "FOO BAR BAZ"
& CAPSTR()
  capstr(<string>)
  
  Returns <string> with the first character capitalized.
  Example: capstr(foo bar baz) returns "Foo bar baz"
& NEARBY()
  nearby(<object 1>, <object 2>)

  Returns 1 if object 1 is "nearby" object 2. "Nearby" is defined as:
  object 1 is in the same location as object 2, or,
  object 1 is being carried by object 2, or,
  object 1 is carrying object 2.
  You must control at least one of the objects.
& FLIP()
  flip(<string>)

  This function reverses a string. For example, "flip(foo bar baz)"
  returns "zab rab oof".
& MONEY()
  money(<object>)

  returns the amount of money <object> has.
& LCON()
  lcon(<object>)

  returns a list of the dbrefs of all contents in a room that you can
  see.
& LEXITS()
  lexits(<object>)

  returns a list of the dbrefs of all the non-dark exits in the current
  room.
& WORDS()
  words(<string>)

  words() returns the number of words in a string.
& SUB()
  sub(<num>, <num>)
 
  Sub() returns the integer subtraction of two numbers.
& LOCK()
  lock(<object>)

  lock() returns the text string equivalent of the lock on an object that
  you control.
& ELOCK()
  elock(<object>, <victim>)

  elock() returns 1 if the <victim> would pass the lock on <object>,
  and 0 if it would fail. You do not need to control either object.
& GET()
  get(<object>/<attribute>)

  The get function will be replaced by the string stored in the
  attribute of the object. You may get the attributes of objects you
  control, the attributes you control on other objects, and publicly
  accessible attributes.
  Note: The substitutions %va for [get(me/va)], %vb for [get(me/vb)] 
  are legal, assuming it's not in a compound expression. 
  [first(rest(%va))] would not work where [first(rest(get(me/va)))]
  would.
& TIME()
  time()

  Gives you the current time on the MUSH.
  WARNING!  This is the time on the machine that the mud is running
  on, and not where you are.
& RAND()
  rand(<num>)

  Rand returns an interger between 0 and num-1.
& EXIT()
  exit(<object>)

  Exit returns the first exit on the list of exits in the object.
  Dark exits are not listed.  See Next for the method for seeing the
  rest of the exits in an object.
& ADD()
  add(<number>,<number>)

  Add returns the integer sum of the two numbers.
& MUL()
  mul(<number>,<number>)

  Mul returns the integer multiple of the two numbers.
& DIV()
  div(<number>,<number>)

  Div returns the integer quotient of the first number divided by
  the second number.  See MOD.
& MOD()
  mod(<number>,<number>)

  Mod returns the remainder of the interger division of the first
  number by the second.  See DIV.
& LNUM()
  lnum(<number>)

  Lnum returns a list of numbers, from 0 to <number - 1>. For example,
  lnum(4) returns the list "0 1 2 3". This is useful for creating loops.

& FIRST()
  first(<string>)

  Returns the first word of a string, that is, everything to the left
  of the first space in the string, or the entire string if there are
  no spaces in the string.  See REST.
& REST()
  rest(<string>)

  Rest takes a string, returns all the string except the first word, 
  that is, everything to the right of the first space, or an empty 
  string, or the empty string if there are no spaces in the string.  
  See FIRST.
& STRLEN()
  strlen(<string>)

  Returns the length of the string in a numerical string.
& MID()
  mid(<string>, <first>, <length>)

  Mid returns a segment of the string, the <length> characters to the
  right of the <first> character.  Note that the first character in a
  string is numbered zero, and not one.
& COMP()
  comp(<string1>, <string2>)

  Comp compares two strings.  It returns 0 if they are the same, 1 if
  string2 is less than/preceeds alphabetically string2, and -1 
  otherwise.
& S-FUNCTION
  s(string)

  This function performs pronoun substitution in a string, and then 
  returns that string.  As usual, %n is the name, %s the subjective
  pronoun, %o the objective, and %p the possessive.  It is important 
  to note that the pronoun is that of the triggering object.

  So, if the ve of an object were: "[s(This is %n)], and I were to 
  type @trigger <object>/ve, it would return "This is <myname>", but 
  if vf were @trigger me/ve, then triggering the vf makes the ve 
  return "This is <object>"
& POS()
  pos(<string1>,<string2>)

  This function returns the position that string1 begins in string2,
  with the first position being 1.  
  If string1 is not in string2, then it returns -1.
& MATCH()
  match(<string>, <pattern>)

  This function tests if the pattern matches the string.  The pattern
  can contain the wildcards * and  ?.  ? matches to any one 
  character, while * matches to any number of characters, including 
  none.  So s?x would match to sex or six, but not to socx, but s*x 
  would match to 
  all of them.
& EXTRACT()
  extract(<string>,<first>,<length>)

  Extract returns a string of length words, starting with the first 
  word. Unlike letters, the first word in a string is number 1, 
  instead of 0.

  A word is assumed to be defined as a string beginning and ending 
  with a space, or a string w/o any interior spaces.
& FLAGS()
  flags(<object>)

  Flags returns a string consisting of the flags attached to the 
  object. The string is, however, just one word.
& NUM()
  num(<object>)

  Returns the dbref number of the object, which must be in the same 
  room as the object executing num.
& CON()
  con(<object>)

  Con returns the first object in the list of objects carried by 
  thing. Just the first, and only the first.  See NEXT.
& LOC()
  loc(<object>)

  Loc returns the dbref of the location that object is at.  The 
  object has to either be yours or be in the same room as you to 
  work.
& OWNER()
  owner(<object>)

  Owner returns the dbref of the owner of the object.  The object
  has to either be yours or else be in the same room as you.
& NAME()
  name(<dbref>)

  Name returns the name of object (dbref).
& NEXT()
  next(<thing>)

  If thing is an exit in a room, then next will return the next 
  nondark exit in the list of exits for that room.  If thing is an 
  object, then next will return the next oject in the inventory list 
  that the object is in.  Otherwise, it returns a '#-1' string.
& @ps
  @ps is a useful command for mushers.  It lists all commands 
  currently on your 'to be executed' queue, thus allowing you to 
  identify infinite (or unnecessary) loops with-out putting in says 
  or poses. It gives a count of the total commands in each of the
  queues (Player, Object, and Wait), displayed in the format
  <Number of your queued commands> / <Total number of queued commands>.
  @ps can identify that you actually *do* have an infinite loop.  Much
  better than waking up in the morning with all your money gone!
  @ps for wizards now works as follows.  @ps with no arguments will
  show you your own queue. "@ps all" will show you the full queue.
  "@ps <*player>" will show you that player's queue. "@ps count"
  just displays the count totals.
& Looping
  Looping in an object can have it's good parts and it's bad parts.
  The good part is when you activate part of a program multiple times
  to exhaustively perform an operation.  This is usually done by:
  va: <list of commands>;@trigger me/vb
  vb: @switch <test> = <false>,@trigger me/va,<otherwise go on>
  Looping can be a problem when it goes on without stopping.  The @ps
  command can be used to see if you are looping.  Beware!  A looping 
  machine that isn't @halt'd will drain your marks while you are away
  from the mush!
  See @ps.
& enter
  enter <object> can be used to enter the inside of an object.
  Insides of objects are best used for vehicles, or storage spaces 
  when you don't have a home.  (or even a floating home)  Note that 
  you can enter only objects you own or that have the Enter_ok flag
  set.
  (see @enter, @oenter, @aenter, leave, @lock, and @idesc)
& @enter
  @enter <object> = <message>
  Basically the @succ for the 'enter <object>' exit.  The message is
  displayed to anyone entering the object.
& @leave
  @leave <object> = <message>
  Basically the @succ for the 'leave <object>' exit.  The message is
  displayed to anyone leaving the object.
& @oenter
  @oenter <object> = <message>
  Similarly to other omessages, this displays <name> <message> to 
  everyone inside the object, except for the person who is entering.
& @oleave
  @oleave <object> = <message>
  Similarly to other omessages, this displays <name> <message> to
  everyone inside the object, except for the person who is leaving.
& @aenter
  @aenter <object> = <actionlist>
  Executes <actionlist> whenever someone enters the object.  Actions 
  are lists of commands separated by semi-colons and these commands 
  are executed by the object (see puppet). Objects can execute almost
  any command.  Gender substitutions are applied to the commands 
  before they are executed, which allows use of the player's name who
  caused the action.  See @enter, and @oenter.
& @aleave
  @aleave <object> = <actionlist>
  Executes <actionlist> whenever someone leaves the object. Actions
  are lists of commands separated by semi-colons and these commands
  are executed by the object. (see puppet). Objects can execute almost
  any command.  Gender substitutions are are applied to the commands 
  before they are executed, which allows use of the player's name who
  cause the action. See @leave and @oleave.
& @oxenter
  @oxenter <object> = <message>
  This replaces the functionality of the old @oenter.  This message is
  shown to everyone in the room that the player leaves whenever he enters
  an object via the command 'enter <object>'. This will be shown in 
  addition to the leave message of the room, not instead of.
& @oxleave
  @oxleave <object> = <message>
  This message is shown to everyone in the room that a person enters
  when doing a 'leave' command.  This will be shown in addition to the
  enter messages of the room, not instead of.
& BOOLEAN VALUES
  Boolean values are internally considered to be either 1, generally 
  interpreted as being true, and 0, which is generally interpreted as
  being false. Now, any string is interpreted as true(1), except for 
  the null string (whose length is 0), which is false(0).
  A #-1 is interpreted as false(0), and any other #<dbref> is 
  interpreted as true(1).  Any number except 0 is interpreted as 
  true(1), except 0 which is false(0).  
  (Yes, even negative numbers are true(1))

  Examples:
  not(foo) = 0
  not(<null string>) = 1
  not(-66) = 0
  not(0) = 1
  not(#-1) = 1
  not(#12) = 0
  And so on...
  (note: These rules only apply when a function expects a Boolean 
  value, not for strings that expect other values.)
& AND()
  [AND(<boolean value>,<boolean value>)]

  Takes two booleans, and returns 1 is the two boolean values are 
  each equivalent to true(1).  See BOOLEAN VALUES.
& OR()
  [or(<boolean value>,<boolean value>)]

  Takes two booleans, and returns a 1 if at least one of the inputs 
  is equivalent to true(1).  See BOOLEAN VALUES.
& NOT()
  [not(<boolean value>)]

  Takes a boolean value, and returns it's inverse.  
  I.E. if the input is equivalent to true(1), it returns a 0, and if 
  the input is equivalent to false(0), it returns a 1.
  See BOOLEAN VALUES.
& XOR()
  [xor(<boolean value>,<boolean value>)]

  Takes two booleans, and returns a 1 if one, and only one of the two
  inputs is equivalent to true(1).  See BOOLEAN VALUES.
& gt()
  [gt(<integer1>,<integer2>)]

  Takes two integers, and returns 1 if and only if 
  integer1 > integer2, and 0 otherwise.
& gte()
  [gte(<integer1>,<integer2>)]

  Takes two integers, and returns 1 if and only if
  integer1 >= integer2, and 0 otherwise.

& lt()
  [lt(<integer1>,<integer2>)]

  Takes two integers, and returns 1 if and only if
  integer1 < integer2, and 0 otherwise.
& lte()
  [lte(<integer1>,<integer2>)]

  Takes two integers, and returns 1 if and only if
  integer1 <= integer2, and 0 otherwise.
& eq()
  [eq(<integer1>,<integer2>)]

  Takes two integers, and returns 1 if they
  are equal, 0 otherwise.
& neq()
  [neq(<integer1>,<integer2>)]

  Basically the same as [not(eq(<integer1>,<integer2>))].
  (see eq(), not())
& cat()
  [cat(<string1>,<string2>)]

  Cat returns a string made up of the contents of 
  string1 followed by the contents of string2, separated by a space.
  So [cat(one, two)] will return 'one two'.
& member()
  [member(<list>,<word>)]

  Member takes a list and a word, and returns the position of <word>
  if <word> is a word in <list>.  A word is defined as a string which
  has no interior spaces.  So '  hello  ' would be one word, while
  'hello there' would be two.  See LISTS
& LISTS
  A list is a string, usually stored in an attribute (currently any
  of the va-vz's), which is a series of words, separated by one or
  more spaces.  The following would be a list 
  (denoted on the ends by ', which is not actually in the string):
  'one two three four five'
  The functions first(), rest(), cat(), member(), remove(), all work
  on lists.  Look them up, they can be very helpful.
& leave
  The command leave allows you to exit an object you have enter'ed 
  into. There is not way to stop someone from leaving an object once 
  they get inside it, and there is not any oenter or enter messages 
  that get triggered.
  See enter, enter_ok.
& remove()
  [remove(<list>,<word>)]

  Remove takes a list and a word, and returns the list, with the
  word deleted from it.  A word is defined as a string which contains
  no interior spaces.  If the word is not in the list, then the list
  is returned.
& RWHO
  RWHO  This MUSH may be attached to the RWHO server that was created
  by Marcus Ranum (Jerry_Cornelius).  Every so often, the MUSH sends
  out information about who is logged in to this server.  The RWHO
  command is an internal client that talks to this server.  Most MUSHes
  might not have this command even if they actually send information to
  an RWHO server.  The reason that PernMUSH has this in-game is because
  there is also an RWHO server on the same machine.  If it was on a
  separate machine, network problems could freeze the mud.
& @remit
  @remit <object> = <message>.  Sends the message to all contents of
  <object>.  See also @emit, @pemit, @oemit, SPOOFING, NOSPOOF and CONTROL.
& @oemit
  @oemit <object> = <message>. Sends <message> to all contents of your
  current location EXCEPT object.  See also @emit, @pemit, NOSPOOF and
  SPOOFING.
& @halt
  @halt <object>  or  @halt <player>=<new_command>
  The first form is an alias for "@set <object>=HALT".
  The second form removes all queued actions in all queues for all of
  a player's objects.  <new_command> is placed in the queue after the
  previous commands have been removed. If you want to clear your own
  queue, use "@halt me".
& @allhalt
  @allhalt.  This commands halts all objects in the game in an effort to
  free up the queue.  This is a wizard only command.
& @chownall
  @chownall <player> [= <target_player>].  Tranfers ownership of all items
  that player owns (except player) to the ownership of target_player.
  This is a wizard only command.  If target_player is not given, the
  executing recipient is the subject of the @chownall.
& @doing
  @doing <message>.  If this is compiled in you can set a short message that
  will show up in the WHO listing next to your name.
& @motd
  @motd <message>.  This is a wizard only command that will set a short 
  (non-longterm) message that will be shown to players when they connect.
& @wizmotd
  @wizmotd <message>.  This is a wizard only command that will set a short
  (non-longterm) message that will be shown to wizards when they connect. 
& @rejectmotd
  @rejectmotd <message>.  This is a wizard only command that will set a
  short (non-longterm) message that will be shown to players that try to
  connect when logins are disabled. 
& @listmotd
  @listmotd.  This is a wizard only command that will display the current
  motd, wizmotd and rejectmotd to the player.
& @poor
  @poor <value>.
  This is a wizard only command.  It sets every player's money supply to
  value.
& @entrances
  @entrances <object>.
  This command will show you all exits linked to the object you use the
  command on, as well as where the exit originates.  This command
  currently costs 300 Marks.
& @login
  @login [on|off].
  This is a wizard only command that will enable or disable non-wizard
  logins to the mush.
& @atrlock
  @atrlock <object>/<attribute> = [on|off].
  If 'on' is specified, it 'locks' the specified attribute on the object
  if it is unlocked already.  If the attribute is unlocked, and owned by
  someone other than you, you will gain ownership of it.  If an attribute
  is unlocked, then anyone who controls the object or the person who
  controls the attribute may change it.  Wizards may lock/unlock anyones
  attributes (but will not transfer ownership).  If you specify 'off' it
  will unlock a locked attribute. Specifying neither will return the
  current value of the lock.
& @atrchown
  @atrchown <object>/<attribute> = <new_owner>.
  Like @chown except it changes the control of an attribute from one person
  to another.. You may only @atrchown attributes that you currently own.
& @allquota
  @allquota <limit>
  This is a wizard level command that is only available if the quota
  system is being used.  It displays the current max and owned objects
  of every player and resets their quota left to the new limit minus the
  current number owned.
& @dbck
  @dbck
  This is a wizard only command.  It forces the database to do run
  the internal cleanup and consistency check that normally runs about
  every 10 minutes or so. (This command implies @purge)
& @dump
  @dump
  This is a wizard only command that saves a copy of the current memory
  database out to a save file.  This preempts the normal regular dumping
  that the mud performs on it's own.
& @pcreate
  @pcreate <name> = <password>
  This is a wizard level command that is only available if registration is
  being enforced.  It creates a player with the given name and password.
& @purge
  @purge
  This is a wizard only command that will check the destroyed object list
  for corruption, and make sure that all objects there are really there.
& @quota
  @quota <victim>
  This is a wizard level command that is only available if the quota
  system is enabled.  It reports the victim's owned objects and the
  maximum number of objects he may own.
& @squota
  @squota <victim> = <limit>
  This is a wizard level command that is only available if the quota
  system is enabled.  It reports the victim's owned objects, and sets
  the maximum number of objects he may own to <limit>. If no limit is
  specified, this works identically to @quota.
& @toad
  @toad <player>
  This is a wizard only command.  It changes a player into an object, and 
  @chowns all of the previous players possessions over to the @toading
  wizard.
& @version
  @version
  Tells the player which version of the code is currently running on the
  system.
& @wait
  @wait <time> = <command_list>
  Puts the command list (a semicolon separated list of commands) into the
  wait queue to execute in <time> seconds.
& @gedit
  @gedit <object>/<pattern> = <string1>, <string2>  This command will
  perform an @edit on every attribute of <object> that matches <pattern>.
  Patterns are any wildcarded string (* or ?) where *s match 0 or more
  characters and ?s match exactly one character.
& @adisconnect
  @adisconnect <object> = <command-list>
  Sets the actions to be taken by a player right after disconnecting from
  the game.
  This attribute is only meaningful for players, and will never be
  automatically triggered on other object types.
  Example: @adisconnect me = home
  See also: @aconnect.
& @aconnect
  @aconnect <object> = <command-list>
  Sets the actions to be taken by a player right after connecting to the
  game.  This attribute is only meaningful for players, and will never be
  automatically triggered on other object types.
  Example: @aconnect me = :stretches luxuriously, as if waking from a nap.
  See also: @adisconnect.
& @lemit
  @lemit <message>

  Emits a message to the outermost container object. For example, if you
  are carrying a bird, and are inside a vehicle which is in room #10, and
  you force the bird to @lemit "Cheep", everyone in room #10 will hear
  "Cheep".
& @zemit
  @zemit <zone> = <message>

  Emits a message to all rooms in <zone>. You must have control in that
  zone in order to use this command. Because it is computationally
  expensive, it costs 100 pennies.
& @wallpose
  @wallpose <pose>

  Sends a pose to all connected players. This command may be abbreviated to
  "@wall :<pose>". It is only executable by wizards.
& @wallemit
  @wallemit <message>

  Sends an emit to all connected players. It is only executable by wizards.
& @decompile
  @decompile <object>

  This dumps the sequence of commands needed to recreate that object. It
  is useful for keeping off-MUSH records of your valuable objects, and for
  transferring code from one MUSH to another. Normal locks and enter locks
  are decompiled, but attributes are not shown as locks.
& @move
  @move <object> = <movement message>

  This attribute stores the message shown to the object when the object moves.
& @omove
  @omove <object> = <message>

  This is a member of the family of o-messages. This is shown to the contents
  of the location that the object moves to.
& @amove
  @amove <object> = <action>

  This is the action to be taken whenever an object moves.