#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword CINFO~ level 92 category undefined~ see_also -CLASS~ text `Bsyntax: `=?cinfo <part of spell/skill name>`+ `+ The cinfo command lists class information about the spells or skills that match the criteria of the search. This command is for class balance to quickly determine how strong each class is in their skills. `+ `+ ~ END keyword RWHERE~ level 92 category undefined~ see_also RESTRING~ text `=lSyntax: `=?rwhere`+ `=?rwhere <# of item to show stat for>`+ `+ RWHERE will search the realm for restrung objects. Normally, only heroes should be carrying restrung objects. Exceptions will be useless restrung objects given to others, or someone who looted the corpse of a hero.`+ `+ RWHERE can also be used to stat a restrung object, by typing in the number of the object in the main rwhere list as the rwhere parameter.`+ `+ ~ END keyword NSUPPORT NEWBIESUPPORT NEWBIE-SUPPORT~ level 92 category undefined~ text `=? `=lSyntax:`=? nsupport <player> Sets the specified player as newbie support. this means they are always visible to newbies and can send and receive tells from them, it also means they can chardesc newbies. ~ END keyword RENAME~ level 96 category undefined~ text `=lSyntax:`=? rename <character-old> <character-new> Will rename a character to a new name. ~ END keyword SGIVE SDROP SILENT-GIVE SILENT-DROP~ level 92 category undefined~ text `=lSyntax:`=? sgive <target> <item> sdrop <target> <item> Drops and gives items without a message being shown, useful for quests. ~ END keyword HOTREBOOT~ category undefined~ text A Hotreboot is a complete reboot of the mud that is done in the background without disconnecting you. You are lagged for 1 to 7 seconds at the final stage of the hotreboot when all the players are transfered across to the newly rebooted copy of the mud. Playerfiles are automatically saved during a hotreboot so there is no need to manually save. Notes in progress are transfered across a hotreboot, you dont have to worry about quickly posting if a hotreboot is announced. Keys held in inventories are transfered across to the new mud. Currently, mounted creatures (unless a pet) and bedrolls that are on the ground are not transfered across a hotreboot. Corpses are however, automatically transfered across hotreboots. ~ END keyword CTIME~ level 1 category undefined~ text `=lSyntax:`=? ctime Tells you the last time the mud was compiled. ~ END keyword STRANS~ level 95 category undefined~ text `=lSyntax:`=? strans <character> <room> Using this command without an arugment will transfer the character to you. The essential difference between this and transfer is this trans will not show the message arrives in a swirling mist. It's a transfer for when you are roleplaying inside a switch mob and want to get about unseen. ~ END keyword WHOVIS WHOINVIS~ level 92 category command:immortal~ immsee_also WIZINVIS INCOGNITO~ text `=lSyntax:`=? whovis`+ `=lSyntax:`=? whoinvis`+ `+ Immortals visiblity on the wholist to mortals is NOT determined based on wizinvis, incognito, hidden or invisible status. Visibility is controlled entirely with the use of the whovis and whoinvis commands.`+ `+ With whovis set, you appear on the wholist regardless. With whoinvis set you do not appear on the wholist to mortals. Wizinvis can be used when combined with whoinvis to hide from immortals below the level of your wizinvis. `+ When whovis, the colour of your name to all on the who list will be `Gbright green`=? (default colour template). When whoinvis, the colour of your name will be red for those that can see you on the who list. In addition to the colour on the wholist, if you have [ ] at the left of your name you are whovis, if it is < > you are whoinvis.`+ ~ END keyword SECURITY~ level 97 category undefined~ text `=lSyntax:`=? set char <character> security <number> This is a number between 1 and 9, 9 being the highest. The security rating determines who can use OLC in what areas etc. ~ END keyword ATLEVEL~ level 94 helpflags wordwrapped~ category undefined~ see_also CASTATLEVEL~ text `=lSyntax:`=? atlevel <#> <command>`+ `+ This command will perform a command ic or ooc at the specified level. You could perhaps use this command for things like checking who a level X player could see on the wholist, etc.`+ `+ When casting spells, use:`+ `=Ccastatlevel <level> <spell> <spell parameters>`=?`+ ~ END keyword UPDATE~ level 97 category undefined~ text `=lSyntax:`=? update <char> <times> This command executes the 'check to see which spells a player learns for gaining this level' function over the player. It was originally written to test the magic system... but it now used when manually compensating a player for some unexpected loses. ~ END keyword -LETGAIN UNLETGAIN~ level 95 category undefined~ see_also HISTORY CHARDESC LISTLET~ text `=lSyntax: `=?letgain <character>`+ `=? unletgain <character>`+ `+ This sets or removes the letgain flag in the player's pfile, giving them the status of letgain (or not letgained). Do not letgain players unless there history has been seen and approved, and their short & long description are up to the standards.`+ `+ There is a database of offline letgain requests as well. View this with `Clistlet`=?. You can letgain offline people as well, after you make sure they meet all the requirements for being eligable for letgain.`+ `+ ~ END keyword PENABLE PDISABLE DISABLE~ level 97 helpflags wordwrapped~ category undefined~ text `=lSyntax:`=? pdisable <command> <character>`+ `=lSyntax:`=? penable <command> <character>`+ `+ These commands are used to disable and enable access to commands on a person by person basis. You must be sure to use the full name of the command you wish to disable, and the full name of the character you are disabling the command for.`+ `+ Pdisable and penable without an arugement lists the current commands disabled.`+ `+ `=lSyntax:`=? disable <command>`+ `+ The disable command can be used to disable access to a particular command for everyone. To reenable the particular command type disable <command> once again.`+ ~ END keyword OBJDESC~ level 95 category undefined~ see_also CHARDESC STRING~ text `=lSyntax:`=? OBJDESC <object> This command allows you to edit an objects long description. You can edit an objects long description using the object description command (objdesc). It works exactly like descript (for yourself) apart from you type the objects name as the single parameter. This command is specifically for creating multiline extended descriptions on objects. eg OBJDESC 'dagger' will edit a daggers long description... You can edit an objects description for quests and restrings. ~ END keyword CLONE~ level 92 category undefined~ text `=lSyntax:`=? clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your possession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ END keyword ADVANCE~ level 99 category undefined~ see_also TADVANCE TRUST~ text `=lSyntax:`=? advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ END keyword TRUST~ level 99 category undefined~ see_also ADVANCE TADVANCE~ text `=lSyntax:`=? trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, etcetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ END keyword SITEMASK BAN-EXAMPLE~ level 96 category undefined~ text The <sitemask> is a pattern matching based expression. When you ban a site, be sure to not lock out more players than you have to. You can use various wildcards when setting up the ban. Here are the accepted wildcards:`+ `+ `=? '`Y*`=?' matches ANYTHING`+ `=? '`Y%`=?' The matches ANY NUMBER OF NON-SPACE CHARS`+ `=? '`Y?`=?' matches EXACTLY ONE CHARACTER`+ `=? '`Y-`=?' matches AT LEAST ONE SPACE or more`+ Be careful not to accidently lock out too many sites with a wildcard.`+ `+ Here is an example of some bans:`+ `+ Say we have 2 players, from the following sites:`+ `=? PLAYER1 (trt-on30-47.netcom.ca)`+ `=? PLAYER2 (ham-on7-44.netcom.ca)`+ There is more than 1 way to do a ban, you can be more technically correct, but so long as the ban works, and it is banning the people you want to ban, then everything is fine.`+ `=? permban trt-on*.netcom.ca all`+ you can do other options as below:`+ `=? permban trt-on*-*.netcom.ca all`+ `=? or permban trt-on%.netcom.ca all`+ `=? or permban trt-on%-%.netcom.ca all`+ ~ END keyword REBOOT SHUTDOWN~ level 99 category undefined~ text `=lSyntax:`=? reboot shutdown REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. ~ END keyword WIZLOCK NEWLOCK~ level 96 category undefined~ text `=lSyntax:`=? wizlock newlock Wizlock and newlock both block login attempts to Dawn of Time. Wizlock locks out all non-gods (i.e. level less than 52), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least level 59 to wizlock the game. ~ END keyword DENY~ level 98 category undefined~ text `=lSyntax:`=? deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ END keyword DISCONNECT~ level 97 category undefined~ text `=lSyntax:`=? disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ END keyword FREEZE~ level 97 category undefined~ text `=lSyntax:`=? freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ END keyword FORCE~ level 93 category undefined~ text `=lSyntax:`=? force <character> <command> `=lSyntax:`=? force all <command> FORCE forces one character to execute a command, except of course delete. Below level 97 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ END keyword SOCKETS~ level 96 category undefined~ see_also IGNOREMULTI~ text `=lSyntax:`=? sockets [matchtext]`+ `+ The sockets command displays all of the visible users connected to the server, including users in the process of logging in. This list can be filtered, to show only information matching, e.g. 'sock aol', would show only connections with aol in the playername or hostname.`+ `+ `=U Example sockets output:`=?`+ `+ `S[`WNum `GConnected_State `cLogin@ `xIdle`S] `BPlayer Name `WHost `C(Sys time: 10:04AM)`+ `S--------------------------------------------------------------------------`+ `S[`W 12 `G FTPCOMMAND `c `x 15s`S]`B -kalahn- `W myhost.dawnoftime.org:3869`+ `S[`W 9 `G PLAYING `c 01:05PM `x 0s`S]`B Kalahn `W myhost.dawnoftime.org+4039`+ `S[`W 16 `G PLAYING `c 01:07PM `x 10m`S]`B Testchar `W `Ykal`S@`Wlocalhost:3923+ `+ `=?`+ Sockets displays a lot of information... from left to right:`+ `+ `WNum `=?- the socket number they are attaching on. On unix systems this is the file descriptor number at the operating system level.`+ `+ `GConnected_State `=?- at what state a particular connection is in. There is about 30 states (all listed in nanny.h in the source code).`+ `+ `cLogin@ `=?- displays the time a character connection logs in. Times for DawnFTP connections are not shown.`+ `+ `xIdle `=?- how long since something has been received from the connection.`+ `+ `BPlayer Name `=?- The name of the player, or the authenticated name surrounded by -'s for a DawnFTP connection.`+ `+ `WHost `=?- The main piece of information the Host field shows is where the player is connecting from. This will either be a host name or an ip address. If all of the hosts are ip addresses, it is possible that the DNS resolver for the mud isn't setup correctly or DNS resolution isn't working for the machine hosting the mud. In addition the host field can display the results of an ident lookup for a connection... you can see kal@localhost in the above example... the kal@ information has come from an ident server running on the machine of testchar. At the far right of the host name you will notice a number... this number is the port from which the connection is coming from. If a + is displayed between the hostname and remote port then multilog detection is disabled for this player (this can be disabled/reenabled using the `=_ignoremulti command). If the ignoremulti setting hasn't been set on a player and multiple logins come from that particular host at the same time, all offending hostnames will appear red in sockets.`+ ~ END keyword LOAD~ level 96 category undefined~ see_also CLONE VNUM STAT~ text `=lSyntax:`=? load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. ~ END keyword SET~ level 97 category undefined~ see_also STRING STAT~ text `=lSyntax:`=? set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use STRING to change the strings on an object or mobile. ~ END keyword NOCHANNEL NOEMOTE NOSHOUT NOTELL NOPRAY~ level 92 category undefined~ text `=lSyntax:`=? nochannel <character> noemote <character> noshout <character> notell <character> nopray <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or notell'ed will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (ic, ooc, Q/A, quest) on the game. Nochannels usually result from swearing or spamming on public channels. ~ END keyword PURGE~ level 96 category undefined~ text `=lSyntax:`=? purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ END keyword -RESTORE~ level 96 category undefined~ text `=lSyntax:`=? restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ END keyword SLAY~ level 97 category undefined~ text `=lSyntax:`=? slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ END keyword TRANSFER TELEPORT~ level 95 category undefined~ text `=lSyntax:`=? transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ END keyword AT~ level 94 category undefined~ text `=lSyntax:`=? at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ END keyword ECHO GECHO PECHO ZECHO~ level 94 helpflags wordwrapped~ category undefined~ text `=lSyntax:`=? echo <message>`+ `=lSyntax:`=? gecho <message>`+ `=lSyntax:`=? pecho <character> <message>`+ `=lSyntax:`=? zecho <message>`+ `+ These commands all perform similar functions.`+ `+ Echo sends the message to all characters in the same room as the user, with no indication of who sent it.`+ `+ Gecho does the same for all players connected to the game.`+ `+ Pecho is short for player echo - it sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo.`+ `+ zecho stands for zone echo - it is heard by every one in the same area/zone as you.`+ ~ END keyword GOTO~ level 92 category undefined~ text `=lSyntax:`=? goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not Goto a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ END keyword HOLYLIGHT HOLYNAME HOLYSPEECH HOLYWALK HOLYVNUM~ level 92 category undefined~ see_also WHOVIS WIZINVIS~ text `=lSyntax:`=? holylight holyname holyspeech wizinvis [level] - level is optional HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holylight, you can see what's in the game more easily. Without holylight, you see what mortal players see. HOLYNAME gives you the name of a character in brackets after the players short description... this is a toggle, type holyname to turn it on and off. HOLYSPEECH makes it so when you speak, your words are not scrambled in anyway by the language system... each character in the room will hear your words perfectly, and you will understand anything anyone says perfectly as well. NOTE: This does not mean that 2 mortals in a room can understand each other just cause you are there, and you can understand both of them. HOLYWALK - With it on you can walk closed doors, over water, into the air, into guilds, into newbie only areas etc. Also with it on you can throw objects thru doors. HOLYVNUM: With this on you will see the vnum/levels of objects, mobs and players. Mobs surrounded by ** have mob progs on them. ~ END keyword WIZINVIS -INVIS~ level 92 category undefined~ see_also WHOVIS SCORE IWIZI OWIZI~ text `=lSyntax:`=? wizinvis [level] - level is optional WIZINVIS makes you invisible to all players of a lower level/trust than your invisibility level. Typing wizinvis by itself will default to the lowest immortal level, meaning that you aren't 'hiding' from immortals, and this enables the immortals to work together as a team more effectively. You can type a parameter, which will be the level you will wizinvis at. Basic Wizinvis examples: - wizi 95 will make you invisible to immortals whose level/trust is < 95. - wizi 5 will make you visible to everyone level 5 and above. WIZINVIS is different from other muds in that not only are you invisible but a lot of actions that involve you short/name or another wizi player aren't seen by those lower than the higher of the people listed in the action. Some example commands that are included in this are says, emotes, pmotes, smotes, look, socials, casting of spells (the part that has who cast it) + many more. You will notice that something simular to '[Wizi 92] ' is in front of a lot of things, this is the level at which that particular action is seen. NOTES: - Unlike other on other codebases, WIZINVIS DOES NOT HIDE YOU FROM THE MORTAL WHOLIST... use `=_whoinvis for that. - Immortals are the only characters to actually see that '[Wizi 92]' info (This means you could be controlling say a ghost and set the wizi to 40, then be talking in a room, with a level 25, and 40 and 43 character in the room, and only be seen/heard by the level 40 and 43 players... etc) - Socials aren't always consistant with the [Wizi 92] syntax... e.g. Typing smile <name> will say you smile at <name> but not show the [Wizi 92] bit, the person you smile at if below level 92 wouldn't see the smile. - Score shows you what your wizi level is. - You can be heard yelling when wizinvis.`+ ~ END keyword INCOGNITO~ level 92 category undefined~ text Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regarless of location. ~ END keyword MEMORY~ level 92 category undefined~ text `=lSyntax:`=? memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ END keyword VNUM~ level 96 category undefined~ see_also LOAD~ text `=lSyntax:`=? vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. ~ END keyword -STAT~ level 92 category undefined~ text `=lSyntax: `=?stat <name> `=? stat mob <name> `=? stat obj <name> `=? stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return an object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto.`+ `CSEE-ALSO: GOTO TRANSFER ~ END keyword MWHERE IWHERE OWHERE~ level 93 helpflags wordwrapped~ category undefined~ see_also CWHERE~ text `=lSyntax:`=? mwhere [name]`+ `+ Mwhere shows you the locations of all mobiles with a particular name. If no parameter is specified it shows the location of all players in the game. Typing `=Cmwhere`=? or just `=Cm`=? for short without any name will display the location of all players in the game.`+ `+ `=lSyntax:`=? iwhere`+ `+ The iwhere command shows the locations of all immortals you can currently see. It also shows any players in the same room as a mortal and the visiblity level of everyone listed. This command is useful to see if a particular imm is talking with someone before you goto them.`+ `+ `=lSyntax:`=? owhere [name]`+ `+ Owhere shows you the locations of all objects with a particular name in the game.`+ ~ END keyword PINFO~ level 92 category undefined~ see_also STAT LETGAIN CHARNOTES~ text `=lSyntax:`=? pinfo [filter] Pinfo is short for player info, it shows info on the currently connected players in rows. type a single 'p' to use the command. The specific details of each column from left to right [ Gender, Status, Alliance, Tendency, class, race, hitpoints (percentage of max), mana (percentage of max), pkills, karns ] <name> - <short description> Pinfo is colour coded (No colour? try 'raw p'): [White] = normal player `BBlue`=? name = no long description, [`gGreen`=?] = letgained player `BBlue`=? short = generic short [`RRed`=?] = noble `Y-`=? after name = charnotes (help `=_charnote) Pinfo is searchable by by race, class, name and short. e.g. 'p ma' = show all mages, males ... Here is an example of pinfo with the columns labeled: `=? S L A T R C H M P K E V L E C L P N K R X L I N E A % % S N `=?[`=?M 14 +0/+0 Human Mag 100 99 0 2`=?] `BDwante`Y-`=? `=?a young man with long blonde hair`=? `=?[`=?M* 23 +0/-3 Elf Mag 93 100 0 4`=?] `=?Solmon-`=? `Ba male elf`=? `G[`RM@ 95 +2/+1 Elf War 100 100 1 4`G] `=?Celrion-`=? `=?celrion`=? `=?[`gM+ 23 -3/-3 Elf Mag 100 100 0 3`=?] `=?Lyonas-`=? `=?an old and frail looking elven form`=? `=?[`gF+ 23 +1/+1 Hf-Elf Spf 100 100 0 3`=?] `=?Xanetia-`=? `=?a green tinged shadowy figure`=? `=?[`gM`- 67 -2/-3 Drow Thi 95 5 1 3`=?] Thendril- a tall male dark-elf with long silver-grey hair`=? `=?[`gMs 70 +2/+2 Human Ran 100 100 1 5`=?] `=?Ragor-`=? `=?a tall man with midnight hair`=? `G[`RF 92 +0/+0 Human Ran 100 100 0 3`G] `=?Cadoren-`=? `=?a faerie with `#`?c`?o`?l`?o`?u`?r`?f`?u`?l`^ wings`=? `G[`RM#100 +3/+3 Avian Thi 100 100 13 5`G] `=?Kalahn-`=? `=?a being of light`=? `=?[`gM 42 +0/-1 Drac Thi 100 100 0 4`=?] `=?Draek-`=? `=?a ghost white draconian with ivory-like horns`=? In the above example: - Dwante isn't letgained and has a charnote attached to him (`Y-`=? by name), he has no long description (`Bblue`=? name). - Solmon is currently fighting a mob (the *), not letgained (white), his short description hasn't been set yet (`Bblue`=? generic short). - Celrion is switched into a mob (@ status) and is a noble (`Rred`=?). - Lyonas and Xanetia are both in pkill fights (+ status), and are letgained (`ggreen`=?). - Thendril is letgained (`ggreen`=?) and is in the description editor (`- status). - Ragor is sleeping (s status). - Kalahn is writing a note (# status) and is a noble (`Rred`=?) The status column tells you what a players doing S s - sleeping T + - means in a pkill fight A # - currently editing or working on a note of some kind T * - fighting a mob U @ - is switched into something S `- - in description editor (blank means nothing in particular) ~ END keyword PEACE~ level 95 category undefined~ text `=lSyntax:`=? peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ END keyword POOFIN POOFOUT~ level 92 category undefined~ see_also GOTO FADEIN FADEOUT~ text `=lSyntax:`=? poofin <message>`+ `=? poofout <message>`+ `+ The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages dont have to include your name somewhere in the string.`+ `+ Poofin and poofout only show to characters who can see you.`+ `+ ~ END keyword PROTECT~ level 99 category undefined~ text `=lSyntax:`=? protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ END keyword LOG SNOOP CSNOOP~ level 95 category undefined~ text `=lSyntax:`=? log <character> log all snoop <character> csnoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel ALL outstanding snoops. resnoop the character to toggle your snooping of them on an off. csnoop is short for command snoop, it only shows the commands a player is typing... (as well as the time) very useful for checking multilogging without getting spammed. ~ END keyword SWITCH RETURN~ level 94 category undefined~ text `=lSyntax:`=? switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ END keyword IMMTALK :~ level 92 category undefined~ text `=lSyntax:`=? immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ END keyword WIZNET IMMWIZNET WIZNETC IMMWIZNETC WIZNET2C WIZNET3C~ level 92 helpflags wordwrapped~ category command:immortal~ see_also WIZNETDEFAULT~ continues WIZNET-TECHNICAL~ text `=lSyntax:`=? immwiznet [channel]`+ `=lSyntax:`=? immwiznetc <colour prefix text>`+ `=lSyntax:`=? wiznet [channel]`+ `=lSyntax:`=? wiznetc <colour prefix text>`+ `=lSyntax:`=? wiznet2 [channel]`+ `=lSyntax:`=? wiznet2c <colour prefix text>`+ `=lSyntax:`=? wiznet3 [channel]`+ `=lSyntax:`=? wiznet3c <colour prefix text>`+ `+ Wiznet is a notification system for immortals. It works in a channel subscription like manner, in that you subscribe to the 'channels' you are interested in receiving notifications about. For example you may be interested in being notified of player logins and player deaths. If this was the case you would have both of those channels enabled. Typing `=Cwiznet`=? by itself will list the channels you have turned on for the wiznet layer as shown here:`+ `+ `=? ---=========== Current Wiznet Settings ===========--- `+ `=? beta off bugs on `+ `=? deaths on flags on `+ `=? levels on links on `+ `=? load off logins on `+ `=? mobdeaths off memcheck off `+ `=? newbies on nohelp on `+ `=? penalties off playerlog off `+ `=? prayers/dreams off questing on `+ `=? resets off autoon on `+ `=? rpexp off rpmonitor off `+ `=? secure on sites on `+ `=? showchannel on snoops on `+ `=? spam off switches off `+ `=? thefts on ticks off `+ `=? whispers off newbietells off `+ `=?`+ `=? (You currently have this wiznet active)`+ `=? wiznet colour prefix is set to '``S``#'`+ `+ To change the status of a particular notification for the wiznet layer, type wiznet [channel] as listed above. E.g. if you wanted to turn on the whispers channel, you would type `=Cwiznet whispers`=?. `+ `+ The wiznet system is a little complex to explain to a full technical level, and has more flexibility than most require. If you are not interested in the fulldown on how it works we recommend typing `=Cwiznetdefault confirm`=? and leaving it at that. Full technical details on wiznet continue in the next help. ~ END keyword WIZHELP~ level 92 helpflags wordwrapped~ category undefined~ text `=lSyntax:`=? wizhelp`+ `=lSyntax:`=? wizhelp <level>`+ `=lSyntax:`=? wizhelp <partword>`+ `+ Wizhelp provides a list of all the immortal commands with their corresponding level. There are a large number of immortal commands which can be overwhelming at first. Fortunately wizhelp also has a filtering features to show a subset of the available commands. The filtering features allow you to instruct wizhelp to only display helps of a certain level or helps which contain a certain part of a word.`+ `+ `=U Examples:`=?`+ `+ `=Cwizhelp 94`=? will list all level 94 immortal commands.`+ `=Cwizhelp list`=? will list all immortal commands that contain 'list'.`+ ~ END keyword TADVANCE~ level 99 category undefined~ see_also ADVANCE TRUST~ text `=lSyntax:`=? tadvance <char> <level> Tadvance advances someone to the level specified just like advance... The only difference is the players trust is unaffected... this was mainly put in for testing of mortal characters against mobs and new code. ~ END keyword -CLASS~ level 96 category undefined~ see_also SPINFO CINFO~ text `=lSyntax:`=? class <class> <skill/spell> class <class> <skill/spell> <level> <rating> <low%level> class <class> maketable class <class> showall Class is used for configuring what level a certain class can get skills and what level the spells are rated at for that class. If you are wanting to view an entry just type the class and skill. SKILLS: level - this is what level the class can get that skill rating - is the same for both skills and spells, when someone practices the skill being modified, the basic percentage that will get is divided by the rating value. (so a harder skill has a higher rating) low%level - relates to spells only. SPELLS: When you level spells have 3 calculations performed to determine if someone gains a spell. They must have all the realms, spheres and schools the spell requires, then their average of all the realms, spheres and schools must be greater than a random number from 1 to 100%. Their level affects the spell learning curve system. level - the level at which there is a 50% chance of passing the spell curve check. rating - affects practising - see the skill rating above. low%level - the level at which there is about a 1% chance of passing the spell curve check. The whole spell curve system is based off a normal distribution curve, and the low%level value is almost at the point of 3 standard deviations. class <class> maketable - generates a comma seperated file (.csv) for the selected class which can be imported into excel... it shows you what is the percentage chance of a spell at a certain level. class <class> showall - shows you all spells and there class, rating and spell levels. ~ END keyword RESTORE~ level 1 helpflags wordwrapped~ category undefined~ immsee_also -RESTORE~ text If you see a message something like `Y<immortal name> has restored you. `=? `+ It means they have used the restore command on your character... That it does to your character is it restores you to full hit points, mana points, and movement points, resets your tiredness counter so you are fully awake and refreshed, heals poison, plague, and blindness and removes cause fear. `+ `+ If none of the above spells affect you, then obviously that part of the restore has no affect. ~ END keyword MEMCHECK~ level 92 category undefined~ text This is a wiznet channel that displays info whenever the memory used by the mud is increased as the result of someone using a command. ~ END keyword NOTENET NOTE-NET KEY NOTE-FILTER~ level 92 helpflags wordwrapped~ category undefined~ text Notenet is an immortal note service, an option to assist immortals due to the large amount of notes that you receive every day. It is a filter set up to filter out certain types of notes and help eliminate the daily note spam.`+ `+ Typing '`#`Gnotenet`^' by itself will display all possible filters. "On" means that the filter is active, and you won't see the notes, "Off" means the filters are inactive and you'll see the notes as usual. You can still manually read the notes if you choose to. `+ `+ Here is a quick explanation of the filter types: `+ `+ `C Noblepkill `=?&`C Immpkill`=? - This is the general pkill note to nobles that lists the player results and outcome of a pkill. Such info are karns left, pkills, pkill defeats, and OOL hours. `+ `+ `C Immpkilldetails`=? - This is the pkill note showing more information about the pkill to immortals only. It lists more player details, such as short description, level, and clan. It also displays the room where the kill took place. `+ `+ `C Clannnotes`=? - This will filter out all notes written to clans. Normally, immortals can read all notes that clans write between them. Clan notes can cause the most note spam for immortals. `+ `+ `C To_pkill`=? - These are the pkill notes that players must write explaining their reasons for being involved in the pkill. ~ END keyword CHECK~ level 92 category undefined~ text `CRedirection help file`+ `+ `=lType: `=Chelp `=_'CHECKHELP`+ `=? For help on the CHECKHELP command`+ `+ `BType `=Chelp `=_CHECKOOC`+ `=? For help on the CHECKOOC command`+ `+ `BType `=Chelp `=_CHECKNSUP`+ `=? For help on the CHECKNSUP command`+ ~ END keyword TOKENS~ level 1 helpflags builder~ category undefined~ see_also TGIVE TREMOVE TWHERE TTIMER~ text Tokens are items created expressly for use in mobprogs. They are totally undetectable unless holylight is on. These tokens can be used as budget variables on mobprogs, for such things as marking killers, adding people on to the healer's sh*tlist, etc. It is recommended to name the tokens in a uniform way so they are easier to identify with their proper mobprogs. `#`Gname: token_what_quest short desc: token_what_quest_mp#### long desc: equal to short desc`^ Where ##### would be the vnum of the mobprog that uses the token. See token 11133 as an example. `+ `+ When a player dies, a set flag will decide whether the token dissolves of the token is stripped from the corpse and reset in the mortal's inventory. They are weightless, invisible and can't be handled amongst mortals unless. ~ END keyword TGIVE TREMOVE TWHERE TTIMER~ level 92 helpflags builder wordwrapped~ category undefined~ see_also TGIVE TREMOVE TWHERE TTIMER TJUNK~ text `=lSyntax:`=? ttimer <token> <player> <time>`+ `=lSyntax:`=? tremove <token> <player>`+ `=lSyntax:`=? tgive <token> <player>`+ `=lSyntax:`=? twhere`+ `+ `=UTGIVE - `=?This command is used to give a mortal a token. Since players may not receive what they cannot see, the normal give command won't work correctly. `+ `+ `=UTREMOVE - `=?This command is used to easily remove the token from the chosen player's inventory without having to steal it from them. `+ `+ `=UTWHERE - `=?This command functions exactly the same as RWHERE, with the exception that it will track down and return information on all tokens in the realm.`+ `+ `=UTTIMER - `=?This command puts a timer on a token that's in the inventory of the designated player. After the set number of ticks, the token will automatically disintegrate and vanish from the inventory of who ever happens to be carrying it.`+ ~ END keyword CHECKHELP~ level 92 category undefined~ text `=lSyntax: `=?checkhelp `=? checkhelp <#> `1The checkhelp command can list up to the last 40 entries logged into the no_help.txt file. Every time someone checks for a help file that doesn't exist, it is logged into that file. Typing this command without a number, by default lists the last 10 no_help entries. It is a very useful command for seeing which help files others are searching for. ~ END keyword CHECKNSUP~ level 92 category undefined~ text `=lSyntax: `=?checknsup`+ `=? checknsup <#>`+`+ The checknsup command can list upto the 40 entries logged into the nsup_log.txt. If you type a number greater than 40, you'll see the previous 40 entries upto the number you specified. Every time an nsupport personnel sends or receives a tell to/from a newbie, it is logged into that file. There are several flags listed in the help file, they are as follows: or under.`+ `+ `r [O] `=?= The person typing the command is in OOC room`+ `r [N] `=?= The person logged is a newbie support member`+ `+ `GNote: `=?a newbie is considered someone who is not yet letgained AND level 10 or under. ~ END keyword CHECKOOC~ level 92 category undefined~ text `=lSyntax: `=?checkooc`+ `=? checkooc <#>`+ `+ The CHECKOOC command can list upto the last 40 entries logged into the ooc_log.txt file. If you type a number greater than 40, you'll see the previous 40 entries upto the number you specified. ~ END keyword STRIPAFF~ level 92 category undefined~ text `=lSyntax: `=?stripaff <target> <specific spell>`+ `=? stripaff <target> all`+ `=? stripaff <target>`+ `+ This command will strip spell affects from the designated player. You can either specify individual spells to remove, or you can remove all spells simply by stating 'all' or leaving the parameters blank. ~ END keyword ALLOW PERMBAN SHOWBAN~ level 96 category undefined~ see_also BANEDIT SITEMASK BAN-EXAMPLE~ text `=lSyntax: `=?allow <sitemask>`+ `=? banedit <#>`+ `=? permban <sitemask> <all|email|newbie|permit>`+ `=? permban`+ `=? showban <#>`+ `+ PERMBAN <sitemask> prohibits players from that site from logging in. There are various types of banning: all, email, newbie, permit. `CAll `=? will not allow anyone from that sitemask to log on. `CEmail`=? will allow certain allowed emails to create new characters (see `Yhelp BANEDIT`=? for more info). `CNewbie`=? will ban all newbie creation from the site. `CPermit`=? will allow certain characters with a permit flag set to log on from the site. Letgained players automatically have the permit flag, but non-letgained characters will have to have it manually entered into their pfile. See `Yhelp SITEMASK`=? and `Yhelp BAN-EXAMPLE`=? for more information regarding setting up the permban.`+ `+ PERMBAN with no arguments lists all of the banned sites. Each ban will have a unique index numer next to it. Use this number for showban and banedit.`+ `+ ALLOW <sitemask> removes a site from the ban list, but only if the level of the ban is not above the level of the remover.`+ `+ SHOWBAN will display the details of the ban without going into the edit mode.`+ `+ BANEDIT allows you to edit the details about the ban.`+ `+ ~ END keyword BANEDIT~ level 96 category undefined~ see_also PERMBAN SITEMASK~ text Use banedit to edit the bans already in place. Most of the fields can be edited using the editor. To see the syntax or enter the editor, type the field without parameters.`+ `+ `=lSyntax: `=?sitemask <bansitemask>`+ `=? Sets the sitemask of the banned site. Should already be set.`+ `+ `=lSyntax: `=?enabled`+ `=? Toggles whether or not the ban is active. This applies instantly to any new connections... depending on the type of ban will determine if it will affect already active connections.`+ `+ `=lSyntax: `=?permanent`+ `=? Toggles the ban from temporary to permanent. If a ban is temporary, its entry is not saved into the banlist on disk, meaning next hotreboot the ban will no longer be in the banlist.`+ `+ `=lSyntax: `=?type <bantype>`+ `=? Sets the type of ban: all, permit, email, or newbie. See `CPERMBAN`=? for more info.`+ `+ `=lSyntax: `=?expire <# of days>`+ `=? Sets number of days until ban expires. Set to 0 to have ban permanent. The automatic expiring of a ban is calculated when the bans are read in, therefore, once the expirery date has past the next time the mud is hotrebooted the ban will be disabled during the ban loading sequence.`+ `+ `+ Use the editor for these:`+ `YIntended`=? - A comment field for you to add who it was intended for.`+ `YReason `=?- Comment field to specify reason of banning the site, you should try to always fill this in so at a later date details are know for others who look at the ban.`+ `YDisconnet `=?- Custom disconnect message, if you want one.`+ `+ `+ Email ban only (use editor to change):`+ `YAllowed `=?- When email ban is set, when a newbie tries to create it will ask them for an email address. The allowed_email_masks is a list of email masks that will be accepted. (e.g. *@aol.com, would mean that an email addy at *@aol.com would be accepted.) You can have multiple email address masks per ban, just put them one per line. You must make sure to have a least one email ban, just put a * if you want to allow any email addies and therefore allow anyone from that isp... the only advantage of doing this is it means you know the email addy of who is creating characters... if you wanted to do this, but didn't want to allow hotmail type accounts you could put *@hotmail.com in the disallowed email masks as per below.`+ `+ `YDisallowed `=?- Emails that specifically aren't allowed.`+ `+ The way the email banning system works, is the mud generates a 6hexadecimal code which it emails to the email address the newbie supplies. Then at the end of creation they are asked for that code, if they dont enter the code they can quit and come back later and will be asked for the code before they start to play their game... the code is only required once, the first time they start playing just after the MOTD. `+ ~ END keyword SETALLIANCE SETTENDENCY~ level 95 category undefined~ text `=lSyntax: `=?setalliance <character> <number>`+ `=? settendency <character> <number>`+ `+ These commands will set the alliance or tendency of the target. The number range is from -3 to +3. `+ `+ `CSEE-ALSO: ALIGNMENT-CHANGE-POLICY`=? ~ END keyword FADEIN FADEOUT~ level 92 category undefined~ see_also POOFIN POOFOUT~ text `=lSyntax`=? fadein <message>`+ `=? fadeout <message>`+ `+ The standard messages for wizi are 'slowly fades into thin air' and 'fades into existance'. You can replace these messages with messages of your own using the fadein and fadeout commands. These messages don't have to include your name anywhere in the string.`+ `+ ~ END keyword RAWCOLOUR PERMRAWCOL RAWCOLOR~ level 92 helpflags wordwrapped~ category command:immortal~ see_also COLOUR~ text `=lSyntax:`=? rawcolour <command>`+ `=lSyntax:`=? permrawcol comfirm`+ `+ This command will show the colour codes without processing them. It's most useful for testing purposes, to make sure colours are reset where they should be, and don't affect the colour of everything else. `+ `+ Example:`+ typing `=Craw who`=? might show:`+ `+ `=? {=?[{=?+++{=?]{# Caesar{^ {=?[Slayer] {=?`+ `=? {=?[{=?***{=?]{# Mirtal{^ (H) (S){=?`+ `=? {=?[{=?***{=?]{# Lyta{^{=?`+ `=? {=?[{=?***{=?]{# Talagar{^{=?`+ {r-======= {GIMMORTALS {r=======-{=?`+ {G[{rGUA{G]{# Quoxatyl{^ (Incog) (Wizi){=?`+ `+ instead of:`+ `=? `=?[`=?+++`=?]`# Caesar`^ `=?[Slayer] `=?`+ `=? `=?[`=?***`=?]`# Mirtal`^ (H) (S)`=?`+ `=? `=?[`=?***`=?]`# Lyta`^`=?`+ `=? `=?[`=?***`=?]`# Talagar`^`=?`+ `r-======= `GIMMORTALS `r=======-`=?`+ `=? `G[`rGUA`G]`# Quoxatyl`^ (Incog) (Wizi)`=?`+ `+ The permrawcol command is used to put your connection permanantly in a state where colour codes are displayed instead of translating them. To get out of this command use the rawcolour command once.`+ ~ END keyword IWIZI OWIZI~ level 92 category undefined~ see_also WIZINVIS~ text The wizi status is split into an IC wizi, and an OOC wizi, `#`RI`GWizi `^and `BO`GWizi`^. Reasons why you might want to do this may be so you can talk to mortals in some OOC room (such as immortal rooms), then go to an IC room to walk around without forgetting that you dropped your Wizi status. This is a common mistake that many forget about. For example, you can be IWizi 50 (invisible to those under level 50) while in IC rooms, and be OWizi 94 (invisible to those under level 93) while in OOC rooms.`+ `+ Here is a summary of the wizi status on the who list:`+ If the I in `GIWizi`^ is `Rred`^ then you are and invisible to mortals and standing in an IC room. If the I in `GIWizi`^ is `Ggreen`^ then you have IWizi enabled, but not standing in an IC room.`+ If the O in `GOWizi`^ is `Bblue`^, then you are invisible to mortals and standing in an OOC room. If the O in `GOWizi`^ is `Ggreen`^ then you have OWizi enabled, but are not standing in an OOC room.`+ `+ To acitivate IWizi or OWizi, go to the proper room (IC or OOC) and type the wizi command. If you don't see either IWizi or OWizi next to your name, then you are visible to mortals! `+ If you have your IWizi at 0, then your normal wizi status is used while in non OOC rooms. If you have your IWizi at 0, then your normal wizi status is used while in OOC rooms. (leave both off if you dont want to be affected by this system)`+ `+ ~ END keyword CLEARLETGAIN DECLINELETGAIN LISTLETGAIN OFFLETGAIN~ level 92 category undefined~ text `=lSyntax: `=?listlet`+ `=? `=?offlet <player> <moot_value> `+ `=? `=?declinelet <player> <reason>`+ `=? `=?clearlet <player>`+ `+ `CListlet `=?will display the database of letgains. Or else you can listlet <playername> to display information about a specific person's record.`+ `+ `COfflet `=?will letgain someone, so when they log in next they can be automatically letgained. You can also give someone a new short, different from the one requested if it isn't appropriate. Type offlet for more syntax.`+ `+ `CDeclinelet `=?will send the character a rejection reason as to why their letgain request was denied. They then have time to correct the problem, and request the letgain another time. `+ `+ `CClearlet `=?is the equivalent to the cancelletgain command, but you can remove anyone's request in the database.`+ ~ END keyword NOTE-FORWARD~ level 92 category undefined~ text `=lSyntax: `=?note forward <#>`+ `+ You can forward a note/idea/etc that you either sent, or recieved to someone else if you wish to. It will be posted on the same board, meaning that a note will still be a note, a news will still be a news. ~ END keyword TELL_~ level 92 category undefined~ text `=lSyntax: `=?tell <player>`+ ktell <player>`+ atell <player>`+ retell <player> or >`+ `+ `#When you `Mtell`^ a player it allows them to reply creating a two way link. After you can use `Cretell`^ or`C >`^ to continue the conversation. `CKtell`^ is used when you wish to be known to a player when whoinvis. If you are whovis you can use `Matell`^ so it would appear as if from a mystery imm. ~ END keyword KTELL ATELL~ level 92 category undefined~ text `=lSyntax:`=? ktell <name> ...`+ `+ Ktell is short for 'known tell', it is used to start a 'tell conversation' with a mortal in such a way that your name will be known to them, even in situations that you are whoinvis. `=lSyntax:`=? atell <name> ...`+ `+ Atell is short for 'anonymous tell', it is used to start a 'tell conversation' with a mortal in such a way that your name will be unknown to them, even in situations that you are visible on the wholist. ~ END keyword MIX LISTMIX~ level 92 category undefined~ text Mix and Listmix are part of the object mixing system, partially implemented and not yet completed at this point in time. ~ END keyword OBJRESTRICT~ level 92 category undefined~ text The 'objrestrict' command is used to turn on/off the ic object restrictions on yourself... really not used at this stage as the ic object restrictions system is not yet completed. ~ END keyword WIZNET-TECHNICAL~ level 92 helpflags wordwrapped~ category command:immortal~ parent_help WIZNET~ see_also WIZNETDEFAULT~ text This help continues on from where "help `=_wiznet" left off.`+ `+ The entire wiznet system is made up of 4 layers - Immwiznet, wiznet, wiznet2 and wiznet3 (in order of highest matching priority to lowest matching priority). Each layer can have a unique prefix including colour codes which is displayed before the wiznet message.`+ `+ Immwiznet (the highest priority) will only notify on events involving immortals. The other 3 layers will match on immortals and players. Once a layer has triggered a notification, no other layers will be evaluated for notification. The advantage of this is you can modify the appearance of messages depending on how important they are likely to be to you.`+ `+ For example, if your IMM Wiznet prefix set to "``R##IMM##", your standard wiznet prefix unset, and your wiznet2 prefix was set to "``S``#".`+ `+ `=U Messages appearing on immwiznet would appear as:`=?`+ `R##IMM##`x--06:18:34--logins--> Imm has joined the game via telnet. (lvl 95)`=?`+ `+ `=U Messages appearing on the standard wiznet would appear as:`=?`+ `x--06:18:34--logins--> Player has joined the game via telnet. (lvl 18)`=?`+ `+ `=U Messages appearing on wiznet2 would appear as:`=?`+ `S--09:55:32--ticks--> TICK!`=?`+ `+ Using this design, you can also make it easy to turn off a set of wiznet messages when more players are logged in... e.g. rpmonitor or playerlog. If these two channels were enabled for wiznet3 and a large number of players suddenly logged in you could type "wiznet3 off" and turn off a wiznet monitoring profile.`+ `+ Expanding on what was explained higher up about a higher priority wiznet layer masking/hiding a lower priority layer can be made clearer with an example - If you have wiznet ticks turned on and wiznet2 ticks turned on. The ticks will be displayed using the wiznet colour prefix (as compared to using the wiznet2 colour prefix). ~ END keyword WIZNETDEFAULT~ level 92 helpflags wordwrapped~ category command:immortal~ see_also WIZNET WIZNET-TECHNICAL~ text `=lSyntax:`=? wiznetdefault confirm`+ `+ Wiznetdefault is used to setup a default wiznet profile for all wiznet layers. This profile includes prefixing immwiznet with `R###IMM###`=? and making standard wiznet messages appear in `ssilver`=?.`+ `+ The notifications the command subscribes you to are the most commonly used settings, you are then able to further customise wiznet to your exact preferences from this foundation.`+ `+ Wiznetdefault overwrites any customisations you have done to your wiznet profile, hence the confirm option.`+ ~ END keyword IGNOREMULTI~ level 98 helpflags wordwrapped~ category command:immortal~ see_also SOCKET~ text `=lSyntax:`=? ignoremulti <playername>`+ `+ This command is used to disable the multilogging reporting and detection features for a particular player. Without this set on a player, their host will appear red in sockets if there are multiple logins from a particular host at the same time (multilogging has occured). ~ END EOF~ #$