~name{~enUS{object,objects,obj,objs}} ~keywords{admin} ~desc{ ~enUS{ Objects in Phantasmal includes not just portables (traditional objects) but also rooms, details, exits and others. There are a number of commands for objects, which therefore work on all of those object types. Here are the current crop: help @stat help @move help @set_glance help @set_brief help @set_look help @set_examine help @set_object_article help @set_object_detail help @add_nouns help @add_adjectives help @clear_nouns help @clear_adjectives help @set_object_value (This is a family of commands) help @delete See also commands for portables, rooms and so on for certain operations specific to those objects. }} ~name{~enUS{segment,segments,seg,segs}} ~keywords{admin} ~desc{ ~enUS{ Objects are allocated in 100-number segments. For instance, the range #1300-#1399 forms a single segment. A given segment is managed by only one daemon, so for instance if the 1300 segment contains a single room (managed by MAPD) then all of that segment must be composed of rooms (or empty). See @segmap, @set_segment_zone. }} ~name{~enUS{segment_map, seg_map, segmap}} ~keywords{admin} ~desc{ ~enUS{ The @segment_map (or @segmap) command lists the segments numerically in ascending order followed by the daemon managing each. For instance: Segments: 0 /usr/common/sys/mapd 1 /usr/common/sys/exitd 2 /usr/common/sys/portabled In this case, #0-#99 would be rooms managed by MAPD, #100-#199 would be exits managed by ExitD, and #200-#299 would be portables managed by PortableD. See also: MAPD, EXITD, PORTABLED, MOBILED, @set_seg_zone }} ~name{~enUS{set_segment_zone, set_seg_zone, set segment zone}} ~keywords{admin} ~desc{ ~enUS{ The @set_segment_zone or @set_seg_zone command sets what zone a given segment belongs to (see "help @segmap"). A given zone will usually encompass a number of segments including rooms, portables, exits, and others. Grouping the segments into zones allows the builder interface to group everything related to a given area despite the division of different kinds of objects. The syntax is: @set_seg_zone #6 #2 The command above sets segment 6, containing objects #600-#699, to be part of zone #2. See also: @segmap, segments, @zonemap, zones }} ~name{~enUS{zone_map, zonemap}} ~keywords{admin} ~desc{ ~enUS{ The @zonemap command lists the general contents of the MUD's zones by number, giving a brief description of each. See also: @segmap, @set_seg_zone, segments, zones }} ~name{~enUS{set_brief,brief,brief desc, brief description, set brief desc, set brief description}} ~keywords{admin} ~desc{ ~enUS{ The Brief description is the shortest of all object descriptions and is normally used as part of a list of objects so as to minimize length and distraction. It can be set by @set_brief: "@set_brief #75 flower", or simply "@set_brief #75". The brief description should not start with an article (such as "a", "an", or "the"). If used in the latter form a text-entry mode will begin. No commands may be typed until the tilde (\~) is entered on a line by itself to stop entering text. See also @set_glance, @set_look, @set_examine, @set_obj_art }} ~name{~enUS{set_glance,glance,glance desc, glance description, set glance desc, set glance description }} ~keywords{admin} ~desc{ ~enUS{ The Glance description is given when an object is looked at briefly, but not so briefly as the "brief" description. It can be set by @set_glance: "@set_glance #75 pretty flower", or simply "@set_glance #75". If used in the latter form a text-entry mode will begin. No commands may be typed until the tilde (\~) is entered on a line by itself to stop entering text. See also @set_brief, @set_look, @set_examine, @set_obj_art }} ~name{~enUS{set_look,look,look desc,look description, set_look_desc, set look description}} ~keywords{admin} ~desc{ ~enUS{ The Look description is given when an object is looked at for a significant period of time. It is the primary room description, or the description a player receives when specifically choosing to look at a portable, detail or exit. It can be set by @set_look: "@set_look #75 A very pretty flower with petals and leaves", or simply "@set_look #75". If used in the latter form a text-entry mode will begin. No commands may be typed until the tilde (\~) is entered on a line by itself to stop entering text. See also @set_brief, @set_glance, @set_examine }} ~name{~enUS{set_examine,examine,examine desc, set examine desc, examine description, set examine description}} ~keywords{admin} ~desc{ ~enUS{ The Examine description is given when an object is specifically examined in a very close-up and time consuming way. There is currently no examine command, rendering it briefly useless. The examine description is optional, unlike the other three. It can be set by @set_examine: "@set_examine #75 You see a bug on the flower!", or simply "@set_examine #75". If used in the latter form a text-entry mode will begin. No commands may be typed until the tilde (\~) is entered on a line by itself to stop entering text. See also @set_brief, @set_glance, @set_look }} ~name{~enUS{set_object_article, set_object_art, set_obj_article, set_obj_art, article, definite, indefinite, proper, proper noun, proper nouns}} ~keywords{admin} ~desc{ ~enUS{ The @set_obj_art (or @set_object_article) command tells whether the brief and glance descriptions of an object should be referred to using a definite article, an indefinite article, or no article (as would be appropriate for a proper noun like "Tom" or "King Ted"). The syntax is "@set_obj_art #749 definite". Appropriate values for the second argument include "definite", "def", "indefinite", "indef", and "proper". More may be added later. See also @add_nouns, @add_adj, @set_brief, @set_glance }} ~name{~enUS{set_obj_flag, set_obj_flags, set_object_flag, set_object_flags, set_objflag, set_objflags, setobjflag, setobjflags, contain, cont, containment, container, containers, open, open container, openable, openable container, set container, set locked, set lockable, locked, lockable, set open,set openable,descless,nodesc,no_desc, set_port_flag, set_portable_flag, set_port_flags, set_portable_flags}} ~keywords{admin} ~desc{ ~enUS{ The @set_obj_flag (or @set_object_flag) command sets flags on objects, such as whether they are containers and whether they are open. For instance: @set_obj_flag #237 cont true @set_obj_flag #294 open 0 @set_object_flags #901 openable 1 The values, if present, should indicate true or false -- like "true", "false", "yes", "no", 1, 0. If absent, the values default to true. The first argument is the object number of a room or portable. The middle argument is a flag name, and can be "cont" or "container" to set whether the object is a container, "open" to set whether it is currently open, "openable" to say whether it can be easily opened or closed, "locked" to say whether it is locked or not, "lockable" to say whether it can be locked or not, or possibly other flag names. To get a list of flag names, type "@set_obj_flag flagnames". }} ~name{~enUS{parent, inherit, inheritance, data inheritance, urobject, urobjects, ur_object, ur_object, ur object, ur objects, archetype }} ~keywords{admin} ~desc{ ~enUS{ Phantasmal uses data inheritance to make certain properties of an object pass from parent to child. An object may inherit from a list of parents, and properties will be inherited from some or all of those parents. The descriptions, like look and brief, will be inherited from the first parent on the list. Nouns, adjectives and details will all be inherited from all parents in the list, and combined into a single large grouping. Weight, volume, height, and capacities for the same will be inherited from the first parent. Other properties, including tags, may be inherited similarly or differently. Note that this is different from code inheritance in LPC. It is, in fact, almost opposite. See also: @set_obj_parent }} ~name{~enUS{set_object_parent, set_object_par, set_obj_parent, set_obj_par, set_parent, set_par }} ~keywords{admin} ~desc{ ~enUS{ The @set_obj_par (or @set_object_parent, or @set_parent) command adds or removes parents of an object for data inheritance. This means the child object will inherit various data, including details, from the parent object(s). The syntax is "@set_obj_parent <child> <parent>" where "<child>" and "<parent>" are portable or room numbers prefixed with a pound ("#") sign. If "<parent>" is the word 'none', all parents are cleared, and the object will be set to have no parents. If the word "add" or "remove" precedes the list of parents, those parents will be added or removed. If the word is "set" then the object's list of parents will be set to that list of objects. The "set" keyword may be used to change the order of parents in the list. In that case, just include all the old parents in the "set" call. If the set call actually changes *which* parents (not just the order) then the details, nouns and adjectives are recalculated to reflect the new inheritance. If the parents are set to the same objects in a different order, only the order-dependent settings are changed -- removed nouns, adjectives and details from the parent list will still be removed. Usage: @set_obj_par #791 none @set_object_parent #947 set #322 #741 #909 @set_obj_parent #947 remove #322 #741 You can check an object's current parents using the 'stat' command. See also: inheritance }} ~name{~enUS{move}} ~keywords{admin} ~desc{ ~enUS{ The @move command takes two object numbers as arguments. The first is the object number to be moved, the second is the location to move it to. For instance: @move #200 #0 The above would move object #200 into object #0 (the Void). The command works on rooms and portables, both as objects to move and as destinations. You can use the word "here" instead of the second object to move an object into your current room. See also @goto }} ~name{~enUS{stat}} ~keywords{admin} ~desc{ ~enUS{ The @stat command gives a reasonably complete summary of everything about a particular object number. For instance you can type "@stat #0" and find out the Void's various descriptions, what rooms it contains, that it is registered with MAPD, and so on. @stat works on rooms, portables, exits and mobiles. It shows inheritance and tag values, among other information. Examples: @stat turnip @stat #103 See Also: MAPD, OBJREGD, MOBILED, EXITD, room, portable, mobile, exit }} ~name{~enUS{noun, nouns, adj, adjective, adjectives}} ~keywords{admin} ~desc{ ~enUS{ Nouns are the names which a player may call an object. For instance, a sword might have "sword" and "blade" as nouns. Adjectives are descriptors for those names. A player may refer to an object by any adjectives it has in any order followed by exactly one of its nouns. So if the sword had "heavy", "metal", "tarnished", "rusted" and "pitted" as adjectives, it could be called a "heavy metal tarnished blade" or a "rusted pitted sword" or a "blade" or a "tarnished rusted pitted tarnished rusted metal heavy heavy sword". However, it could not be called a "tarnished" or a "pitted rusted", for instance. Nouns are added with the @add_nouns command, or in @make_room or the equivalent. The @clear_nouns command will remove all nouns an object has. Similarly, adjectives are added with @add_adj and cleared with @clear_adj. Nouns and adjectives are inherited from parent objects. See also: @add_nouns, @clear_nouns, @add_adj, @clear_adj }} ~name{~enUS{addnoun,add_noun}} ~keywords{admin} ~desc{ ~enUS{ The @add_noun command adds one or more one-word nouns to an object's noun list. The object may then be referred to using these nouns. Syntax: @add_noun #<obj num> noun [noun, noun, noun...] See also: @stat, @clear_nouns, @add_adjective }} ~name{~enUS{addadjective,add_adjective, addadj,add_adj}} ~keywords{admin} ~desc{ ~enUS{ The @add_adjective command adds one or more one-word adjectives to an object's adjective list. The object may then be referred to using these adjectives. Syntax: @add_adjective #<obj num> adj [adj, adj, adj...] See also: @stat, @clear_adjectives, @add_noun }} ~name{~enUS{clearnoun,clear_noun, clearnouns,clear_nouns}} ~keywords{admin} ~desc{ ~enUS{ The @clear_nouns command clears all current nouns for an object, so more should normally be added with @add_noun. Syntax: @clear_nouns #<obj num> See Also: @clear_adjectives, @add_noun }} ~name{~enUS{clearadjective, clear_adjective, clearadjectives, clear_adjectives, clearadj, clear_adj}} ~keywords{admin} ~desc{ ~enUS{ The @clear_adjectives command clears all current adjectives for an object, so more should normally be added with @add_adjective. Syntax: @clear_adjectives #<obj num> See Also: @clear_nouns, @add_adjective }} ~name{~enUS{delete, delete_obj, delete_object, delete_objects, deleteobj, deleteobject, deleteobjects }} ~keywords{admin} ~desc{ ~enUS{ The @delete or @delete_object command will delete an object in the current room, or any object in the MUD by number. This object may be a mobile, portable, room or exit. Examples: @delete #374 @delete red cow See Also: objects, @stat }}