+rename +man=+man;help @propset #0=str:/@a/docs/default#:20 @propset #0=str:/@a/docs/default#/1: @propset #0=str:/@a/docs/default#/10: Talking Long-Distance: 'page = ' @propset #0=str:/@a/docs/default#/11: Gesturing: 'pose ', or ':' @propset #0=str:/@a/docs/default#/12: Seeing What You Have: 'inventory' @propset #0=str:/@a/docs/default#/13: Describing Yourself: '@desc me = ', or 'desc #help' @propset #0=str:/@a/docs/default#/14: Changing Your Password: '@password = ' @propset #0=str:/@a/docs/default#/15: Getting Information: 'news', 'info', and 'help' @propset #0=str:/@a/docs/default#/16: Getting Help: 'staff' or 'wizzes' (You can ask players too.) @propset #0=str:/@a/docs/default#/17: Getting Back Home: 'home', or 'gohome' @propset #0=str:/@a/docs/default#/18: Logging Off: 'QUIT' (all caps) @propset #0=str:/@a/docs/default#/19: @propset #0=str:/@a/docs/default#/2:Basic MUCK commands: @propset #0=str:/@a/docs/default#/20:Try: 'help ', 'help #contents', and 'help #search ' @propset #0=str:/@a/docs/default#/3: @propset #0=str:/@a/docs/default#/4: Moving: 'go ', or just '' @propset #0=str:/@a/docs/default#/5: Handling objects: 'get ', or 'drop ' @propset #0=str:/@a/docs/default#/6: Looking: 'look', or 'look ' @propset #0=str:/@a/docs/default#/7: Seeing Who Is Here: 'WHO' (all caps) @propset #0=str:/@a/docs/default#/8: Talking Aloud: 'say ', or '"' @propset #0=str:/@a/docs/default#/9: Talking Privately: 'whisper = ' @propset #0=str:/@a/docs/=$at$=action#:9 @propset #0=str:/@a/docs/=$at$=action#/1: @propset #0=str:/@a/docs/=$at$=action#/2:@action = [=] @propset #0=str:/@a/docs/=$at$=action#/3: @propset #0=str:/@a/docs/=$at$=action#/4:Creates a new action and attaches it to the thing, room, or player @propset #0=str:/@a/docs/=$at$=action#/5:specified. If a is specified, then the _reg/ property on @propset #0=str:/@a/docs/=$at$=action#/6:the player is set to the dbref of the new object. This lets players refer @propset #0=str:/@a/docs/=$at$=action#/7:to the object as $ (ie: $mybutton) in @locks, @sets, etc. You may @propset #0=str:/@a/docs/=$at$=action#/8:only attach actions you control to things you control. Creating an action @propset #0=str:/@a/docs/=$at$=action#/9:costs 1 penny. The action can then be linked with the command @LINK. @propset #0=str:/@a/docs/=$at$=armageddon#:6 @propset #0=str:/@a/docs/=$at$=armageddon#/1: @propset #0=str:/@a/docs/=$at$=armageddon#/2:@armedeggon @propset #0=str:/@a/docs/=$at$=armageddon#/3: @propset #0=str:/@a/docs/=$at$=armageddon#/4:Shuts down the MUCK without first doing a save. The primary purpose is to @propset #0=str:/@a/docs/=$at$=armageddon#/5:avoid over-writing the saved database if it becomes aware the current @propset #0=str:/@a/docs/=$at$=armageddon#/6:database is corrupt. Only a wizard may use this command. @propset #0=str:/@a/docs/=$at$=attach#:5 @propset #0=str:/@a/docs/=$at$=attach#/1: @propset #0=str:/@a/docs/=$at$=attach#/2:@attach =. @propset #0=str:/@a/docs/=$at$=attach#/3: @propset #0=str:/@a/docs/=$at$=attach#/4:Removes the action from where it was and attaches it to the new source. You @propset #0=str:/@a/docs/=$at$=attach#/5:must control the action in question. @propset #0=str:/@a/docs/=$at$=boot#:5 @propset #0=str:/@a/docs/=$at$=boot#/1: @propset #0=str:/@a/docs/=$at$=boot#/2:@boot . @propset #0=str:/@a/docs/=$at$=boot#/3: @propset #0=str:/@a/docs/=$at$=boot#/4:Disconnects a player from the game. If a player is connected more than once @propset #0=str:/@a/docs/=$at$=boot#/5:it affects the most recent connection. (Wizard only) @propset #0=str:/@a/docs/=$at$=chown#:9 @propset #0=str:/@a/docs/=$at$=chown#/1: @propset #0=str:/@a/docs/=$at$=chown#/2:@chown [=] @propset #0=str:/@a/docs/=$at$=chown#/3: @propset #0=str:/@a/docs/=$at$=chown#/4:Changes the ownership of to , or if no player is given, to @propset #0=str:/@a/docs/=$at$=chown#/5:yourself. If the MUCK is compiled with PLAYER_CHOWN, all players are @propset #0=str:/@a/docs/=$at$=chown#/6:allowed to take possession of objects, rooms, and actions, provided the @propset #0=str:/@a/docs/=$at$=chown#/7:CHOWN_OK flag is set. Mortals cannot take ownership of a room unless they @propset #0=str:/@a/docs/=$at$=chown#/8:are standing in it, and may not take ownership of an object unless they are @propset #0=str:/@a/docs/=$at$=chown#/9:holding it. Wizards have absolute power over all ownership. @propset #0=str:/@a/docs/=$at$=conlock#:5 @propset #0=str:/@a/docs/=$at$=conlock#/1: @propset #0=str:/@a/docs/=$at$=conlock#/2:@conlock = @propset #0=str:/@a/docs/=$at$=conlock#/3: @propset #0=str:/@a/docs/=$at$=conlock#/4:Locks such that only those for whom is true may @propset #0=str:/@a/docs/=$at$=conlock#/5:place things in or remove things from . @propset #0=str:/@a/docs/=$at$=contents#:13 @propset #0=str:/@a/docs/=$at$=contents#/1: @propset #0=str:/@a/docs/=$at$=contents#/10:the owner of each one. @propset #0=str:/@a/docs/=$at$=contents#/11: @propset #0=str:/@a/docs/=$at$=contents#/12:For an explanation of the flags/types modifiers and the output types, see @propset #0=str:/@a/docs/=$at$=contents#/13:the help entry for @FIND. See also @OWNED and @ENTRANCES @propset #0=str:/@a/docs/=$at$=contents#/2:@contents [] [= = []] @propset #0=str:/@a/docs/=$at$=contents#/3: @propset #0=str:/@a/docs/=$at$=contents#/4:Searches the given object for items & exits that match the given flag @propset #0=str:/@a/docs/=$at$=contents#/5:string. @propset #0=str:/@a/docs/=$at$=contents#/6: @propset #0=str:/@a/docs/=$at$=contents#/7:Example: @contents here=DE=owner @propset #0=str:/@a/docs/=$at$=contents#/8: @propset #0=str:/@a/docs/=$at$=contents#/9:This will list all Dark Exits who's source is your current location, giving @propset #0=str:/@a/docs/=$at$=create#:11 @propset #0=str:/@a/docs/=$at$=create#/1: @propset #0=str:/@a/docs/=$at$=create#/10:object. This lets players refer to the object as $ (ie: $mybutton) @propset #0=str:/@a/docs/=$at$=create#/11:in @locks, @sets, etc. Only a builder may use this command. @propset #0=str:/@a/docs/=$at$=create#/2:@create [=[=]] @propset #0=str:/@a/docs/=$at$=create#/3: @propset #0=str:/@a/docs/=$at$=create#/4:Creates a new object and places it in your inventory. This costs at least @propset #0=str:/@a/docs/=$at$=create#/5:ten pennies. If is specified, you are charged that many pennies, and @propset #0=str:/@a/docs/=$at$=create#/6:in return, the object is endowed with a value according to the formula: @propset #0=str:/@a/docs/=$at$=create#/7:((cost / 5) - 1). Usually the maximum value of an object is 100 pennies, @propset #0=str:/@a/docs/=$at$=create#/8:which would cost 505 pennies to create. If a is specified, then @propset #0=str:/@a/docs/=$at$=create#/9:the _reg/ property on the player is set to the dbref of the new @propset #0=str:/@a/docs/=$at$=describe#:7 @propset #0=str:/@a/docs/=$at$=describe#/1: @propset #0=str:/@a/docs/=$at$=describe#/2:@describe [=] @propset #0=str:/@a/docs/=$at$=describe#/3: @propset #0=str:/@a/docs/=$at$=describe#/4:Sets the description field of to . If is not @propset #0=str:/@a/docs/=$at$=describe#/5:specified, the description field is cleared. This is the same as '@set @propset #0=str:/@a/docs/=$at$=describe#/6: = _/de:[text]' A description is what is seen when a player looks @propset #0=str:/@a/docs/=$at$=describe#/7:at something. @propset #0=str:/@a/docs/=$at$=dig#:12 @propset #0=str:/@a/docs/=$at$=dig#/1: @propset #0=str:/@a/docs/=$at$=dig#/10:property, so that they can refer to the object later as $. Digging @propset #0=str:/@a/docs/=$at$=dig#/11:a room costs 10 pennies, and you must be able to link to the parent room if @propset #0=str:/@a/docs/=$at$=dig#/12:specified. Only a builder may use this command. @propset #0=str:/@a/docs/=$at$=dig#/2:@dig [= [=]] @propset #0=str:/@a/docs/=$at$=dig#/3: @propset #0=str:/@a/docs/=$at$=dig#/4:Creates a new room, sets its parent, and gives it a personal registered @propset #0=str:/@a/docs/=$at$=dig#/5:name. If no parent is given, it defaults to the first ABODE room down the @propset #0=str:/@a/docs/=$at$=dig#/6:environment tree from the current room. If it fails to find one, it sets @propset #0=str:/@a/docs/=$at$=dig#/7:the parent to the global environment, which is typically room #0. If no @propset #0=str:/@a/docs/=$at$=dig#/8:regname is given, then it doesn't register the object. If one is given, @propset #0=str:/@a/docs/=$at$=dig#/9:then the object's dbref is recorded in the player's _reg/ @propset #0=str:/@a/docs/=$at$=drop#:9 @propset #0=str:/@a/docs/=$at$=drop#/1: @propset #0=str:/@a/docs/=$at$=drop#/2:@drop [=] @propset #0=str:/@a/docs/=$at$=drop#/3: @propset #0=str:/@a/docs/=$at$=drop#/4:Sets the drop field of to . If is not specified, the @propset #0=str:/@a/docs/=$at$=drop#/5:drop field is cleared. The drop message on an object is displayed when you @propset #0=str:/@a/docs/=$at$=drop#/6:drop it. On an exit, it is displayed upon entering the destination room. On @propset #0=str:/@a/docs/=$at$=drop#/7:a player it is displayed to whoever kills them. On a room, it is displayed @propset #0=str:/@a/docs/=$at$=drop#/8:when an object is dropped there. This is the same as '@set = @propset #0=str:/@a/docs/=$at$=drop#/9:_/dr:[text]' @propset #0=str:/@a/docs/=$at$=dump#:8 @propset #0=str:/@a/docs/=$at$=dump#/1: @propset #0=str:/@a/docs/=$at$=dump#/2:@dump [filename] @propset #0=str:/@a/docs/=$at$=dump#/3: @propset #0=str:/@a/docs/=$at$=dump#/4:Saves the database from memory to disk. Automatically occurs every three @propset #0=str:/@a/docs/=$at$=dump#/5:hours, and when @shutdown is used. It does slow down the server, so only @propset #0=str:/@a/docs/=$at$=dump#/6:use if you fear a server crash is iminent. If a filename is given, it will @propset #0=str:/@a/docs/=$at$=dump#/7:save the db to that file, and save any subsequent dumps to it as well. @propset #0=str:/@a/docs/=$at$=dump#/8:(Wizard only) @propset #0=str:/@a/docs/=$at$=edit#:5 @propset #0=str:/@a/docs/=$at$=edit#/1: @propset #0=str:/@a/docs/=$at$=edit#/2:@edit @propset #0=str:/@a/docs/=$at$=edit#/3: @propset #0=str:/@a/docs/=$at$=edit#/4:Searches for a program and if a match is found, puts the player into edit @propset #0=str:/@a/docs/=$at$=edit#/5:mode. Programs must be created with @PROGRAM. @propset #0=str:/@a/docs/=$at$=entrances#:15 @propset #0=str:/@a/docs/=$at$=entrances#/1: @propset #0=str:/@a/docs/=$at$=entrances#/10:Example: @entrances here=ED=location @propset #0=str:/@a/docs/=$at$=entrances#/11: @propset #0=str:/@a/docs/=$at$=entrances#/12:Will list all Dark Exits that are linked to your current location, giving @propset #0=str:/@a/docs/=$at$=entrances#/13:the location of each one. @propset #0=str:/@a/docs/=$at$=entrances#/14: @propset #0=str:/@a/docs/=$at$=entrances#/15:See also @FIND, @OWNED, @CONTENTS @propset #0=str:/@a/docs/=$at$=entrances#/2:@entrances [] [= = []] @propset #0=str:/@a/docs/=$at$=entrances#/3: @propset #0=str:/@a/docs/=$at$=entrances#/4:Searches through the database for items that you control linked to @propset #0=str:/@a/docs/=$at$=entrances#/5:. @propset #0=str:/@a/docs/=$at$=entrances#/6: @propset #0=str:/@a/docs/=$at$=entrances#/7:For an explanation of the flags/types modifiers and the output types, see @propset #0=str:/@a/docs/=$at$=entrances#/8:the help entry for @FIND. @propset #0=str:/@a/docs/=$at$=entrances#/9: @propset #0=str:/@a/docs/=$at$=fail#:11 @propset #0=str:/@a/docs/=$at$=fail#/1: @propset #0=str:/@a/docs/=$at$=fail#/10: @propset #0=str:/@a/docs/=$at$=fail#/11:See also @OFAIL, and @DESC. @propset #0=str:/@a/docs/=$at$=fail#/2:@fail [=] @propset #0=str:/@a/docs/=$at$=fail#/3: @propset #0=str:/@a/docs/=$at$=fail#/4: can be a thing, player, exit, or room, specified as or @propset #0=str:/@a/docs/=$at$=fail#/5:# or 'me' or 'here'. Sets the fail message for . The @propset #0=str:/@a/docs/=$at$=fail#/6:message is displayed when a player fails to use . Without a message @propset #0=str:/@a/docs/=$at$=fail#/7:argument, it clears the message. This is the same as: @propset #0=str:/@a/docs/=$at$=fail#/8: @propset #0=str:/@a/docs/=$at$=fail#/9: '@set =_/fl:[text]' @propset #0=str:/@a/docs/=$at$=find#:78 @propset #0=str:/@a/docs/=$at$=find#/1: @propset #0=str:/@a/docs/=$at$=find#/10: Abode, Builder/Block, Chown_ok, Dark/Debug, Haven, Interactive, Jump_ok, @propset #0=str:/@a/docs/=$at$=find#/11: Kill_ok, Link_ok, Mucker, Quell, Sticky/Silent, Vehicle, Wizard, Xforcible @propset #0=str:/@a/docs/=$at$=find#/12: and Zombie. @propset #0=str:/@a/docs/=$at$=find#/13: @propset #0=str:/@a/docs/=$at$=find#/14:You can also specify Mucker Levels by the level number: 1, 2, 3, or 4. @propset #0=str:/@a/docs/=$at$=find#/15: @propset #0=str:/@a/docs/=$at$=find#/16:The types that you can specify are: (use the capitalized letter only) @propset #0=str:/@a/docs/=$at$=find#/17: @propset #0=str:/@a/docs/=$at$=find#/18: Exit, muF program, Garbage, Player, Room, and Thing. @propset #0=str:/@a/docs/=$at$=find#/19: @propset #0=str:/@a/docs/=$at$=find#/2:@find [] [= = []] @propset #0=str:/@a/docs/=$at$=find#/20:There are a few other modifiers you can specify: (use only initial character) @propset #0=str:/@a/docs/=$at$=find#/21: @propset #0=str:/@a/docs/=$at$=find#/22: Unlinked will specify that you want to list only unlinked objects. @propset #0=str:/@a/docs/=$at$=find#/23: @ specifies to list objects longer than about 90 days old. @propset #0=str:/@a/docs/=$at$=find#/24: ~size will match all objs whose current memory usage is greater than @propset #0=str:/@a/docs/=$at$=find#/25: or equal to size bytes. This must be the last modifier in the @propset #0=str:/@a/docs/=$at$=find#/26: list of modifiers. @propset #0=str:/@a/docs/=$at$=find#/27: ^size will match all objs whose total memory usage, when fully @propset #0=str:/@a/docs/=$at$=find#/28: loaded, is greater than size bytes. To do this, it loads the @propset #0=str:/@a/docs/=$at$=find#/29: entire object into memory from disk. This modifier is only @propset #0=str:/@a/docs/=$at$=find#/3: @propset #0=str:/@a/docs/=$at$=find#/30: available to wizards. For regular players, this acts like @propset #0=str:/@a/docs/=$at$=find#/31: ~size. This must be the last modifier in the list of @propset #0=str:/@a/docs/=$at$=find#/32: modifiers. @propset #0=str:/@a/docs/=$at$=find#/33: @propset #0=str:/@a/docs/=$at$=find#/34:The output types that can be given are owners, links, size, count, & location. (You use the whole name for output type, and you can use only one @propset #0=str:/@a/docs/=$at$=find#/35:at a time.) @propset #0=str:/@a/docs/=$at$=find#/36: @propset #0=str:/@a/docs/=$at$=find#/37: owners lists who owns each object. @propset #0=str:/@a/docs/=$at$=find#/38: links shows what each object is linked to, or *UNLINKED*, or, for @propset #0=str:/@a/docs/=$at$=find#/39: exits linked to multiple things, *METALINK* @propset #0=str:/@a/docs/=$at$=find#/4:Searches through the database for items that you control matching . @propset #0=str:/@a/docs/=$at$=find#/40: size displays how much memory is currently being used by an object. @propset #0=str:/@a/docs/=$at$=find#/41: If this option is used with the ^ modifier, (see above) then @propset #0=str:/@a/docs/=$at$=find#/42: this will display the true full size of the object, and not @propset #0=str:/@a/docs/=$at$=find#/43: just how much is currently being used. @propset #0=str:/@a/docs/=$at$=find#/44: count causes nothing to be shown but how many objects the @find/etc @propset #0=str:/@a/docs/=$at$=find#/45: would match. ie: it doesn't display any of the matched @propset #0=str:/@a/docs/=$at$=find#/46: objects. @propset #0=str:/@a/docs/=$at$=find#/47: location shows where the object is located at. @propset #0=str:/@a/docs/=$at$=find#/48: @propset #0=str:/@a/docs/=$at$=find#/49:The matching on names is as follows: @propset #0=str:/@a/docs/=$at$=find#/5:Players control only objects they own; wizards control all objects, so @find searches the entire database when they use it. @propset #0=str:/@a/docs/=$at$=find#/50: @propset #0=str:/@a/docs/=$at$=find#/51: Individual words can be matched as {word1|word2|...} @propset #0=str:/@a/docs/=$at$=find#/52: Individual characters can be matched as [abc...] @propset #0=str:/@a/docs/=$at$=find#/53: A ? matches any character. @propset #0=str:/@a/docs/=$at$=find#/54: A * matches any number of characters, including none. @propset #0=str:/@a/docs/=$at$=find#/55: Any of these special charcters can be matched by putting a \ before it. @propset #0=str:/@a/docs/=$at$=find#/56: @propset #0=str:/@a/docs/=$at$=find#/57:Examples of use: @propset #0=str:/@a/docs/=$at$=find#/58: @propset #0=str:/@a/docs/=$at$=find#/59: "@find north = EU = location" will find all of your unlinked exits named @propset #0=str:/@a/docs/=$at$=find#/6: @propset #0=str:/@a/docs/=$at$=find#/60: "north" and print them along with their locations. @propset #0=str:/@a/docs/=$at$=find#/61: "@find {big|little} = R!L" finds all your rooms whose names contain @propset #0=str:/@a/docs/=$at$=find#/62: "big" or "little" and are not LINK_OK. @propset #0=str:/@a/docs/=$at$=find#/63: "@find w[ei]ll" will find everything you control whose name contains @propset #0=str:/@a/docs/=$at$=find#/64: "will" or "well." @propset #0=str:/@a/docs/=$at$=find#/65: "@find =E=links" will list all exits that you control, and display where @propset #0=str:/@a/docs/=$at$=find#/66: they are linked to. @propset #0=str:/@a/docs/=$at$=find#/67: "@find button==locations" will list all objects you control with @propset #0=str:/@a/docs/=$at$=find#/68: 'button' in the name, and it will display where they are located. @propset #0=str:/@a/docs/=$at$=find#/69: "@find =~2000=size" will list all your objects whose current memory @propset #0=str:/@a/docs/=$at$=find#/7:Flags or types can be specified, to specify that you only want to list objects that have that flag set, or that are of that type. You can also specify to list objects that are NOT of that specific type, or that do NOT have that flag. (A "!" before the modifier indicates that it is to be inverted.) @propset #0=str:/@a/docs/=$at$=find#/70: usage is 2000 bytes or more, and it will display their size. @propset #0=str:/@a/docs/=$at$=find#/71: "@find =^2000=size" will, for a wizard, find all objects in the db that @propset #0=str:/@a/docs/=$at$=find#/72: are 2000 or more bytes in total size, when fully loaded, and it will @propset #0=str:/@a/docs/=$at$=find#/73: show their sizes. Note that this will load all of each object into @propset #0=str:/@a/docs/=$at$=find#/74: memory to make the size determination. On some systems this can take @propset #0=str:/@a/docs/=$at$=find#/75: a while, and on all systems this is an abuse to the diskbasing @propset #0=str:/@a/docs/=$at$=find#/76: cache. Only Wizards may use this search feature. @propset #0=str:/@a/docs/=$at$=find#/77: @propset #0=str:/@a/docs/=$at$=find#/78:See also @OWNED, @ENTRANCES, @CONTENTS @propset #0=str:/@a/docs/=$at$=find#/8: @propset #0=str:/@a/docs/=$at$=find#/9:The flags that you can specify are: (use the initial capitalized letter only) @propset #0=str:/@a/docs/=$at$=force#:5 @propset #0=str:/@a/docs/=$at$=force#/1: @propset #0=str:/@a/docs/=$at$=force#/2:@force = @propset #0=str:/@a/docs/=$at$=force#/3: @propset #0=str:/@a/docs/=$at$=force#/4:Causes the game to process as if typed by . With the @propset #0=str:/@a/docs/=$at$=force#/5:compile option GOD_PRIV, God cannot be forced by his/her sub-wizards. @propset #0=str:/@a/docs/=$at$=force_lock#:5 @propset #0=str:/@a/docs/=$at$=force_lock#/1: @propset #0=str:/@a/docs/=$at$=force_lock#/2:@force_lock = Locks such that it may @propset #0=str:/@a/docs/=$at$=force_lock#/3:only be @forced by players or other object types for whom @propset #0=str:/@a/docs/=$at$=force_lock#/4:is true, provided that the XFORCIBLE flag is set. Wizards may force any @propset #0=str:/@a/docs/=$at$=force_lock#/5:object, except God. (alias: @flock) @propset #0=str:/@a/docs/=$at$=idescribe#:7 @propset #0=str:/@a/docs/=$at$=idescribe#/1: @propset #0=str:/@a/docs/=$at$=idescribe#/2:@idescribe [=]. @propset #0=str:/@a/docs/=$at$=idescribe#/3: @propset #0=str:/@a/docs/=$at$=idescribe#/4:Sets the idescription field of to . If is not @propset #0=str:/@a/docs/=$at$=idescribe#/5:specified, the description field is cleared. This is the same as '@set @propset #0=str:/@a/docs/=$at$=idescribe#/6: = _/ide:[text]'. An idescription is what is seen on the inside of @propset #0=str:/@a/docs/=$at$=idescribe#/7:a vehicle, when a player inside it looks around. @propset #0=str:/@a/docs/=$at$=kill#:9 @propset #0=str:/@a/docs/=$at$=kill#/1: @propset #0=str:/@a/docs/=$at$=kill#/2:@kill @propset #0=str:/@a/docs/=$at$=kill#/3: @propset #0=str:/@a/docs/=$at$=kill#/4:If passed a processid (a number without a '#' preceeding it), it will kill @propset #0=str:/@a/docs/=$at$=kill#/5:the given process, if the player controls it. If passed a player name, it @propset #0=str:/@a/docs/=$at$=kill#/6:will kill all the processes controlled by that player. If passed a program @propset #0=str:/@a/docs/=$at$=kill#/7:dbref, it will kill all processes that that program is running in. If the @propset #0=str:/@a/docs/=$at$=kill#/8:argument passed is "all", and the player is a wizard, it will kill all @propset #0=str:/@a/docs/=$at$=kill#/9:processes on the timequeue. @propset #0=str:/@a/docs/=$at$=link#:6 @propset #0=str:/@a/docs/=$at$=link#/1: @propset #0=str:/@a/docs/=$at$=link#/2:@link = [; ; ... ] @propset #0=str:/@a/docs/=$at$=link#/3: @propset #0=str:/@a/docs/=$at$=link#/4:Links to , provided you control , and @propset #0=str:/@a/docs/=$at$=link#/5:is either controlled by you or linkable. Actions may be linked to more than @propset #0=str:/@a/docs/=$at$=link#/6:one thing, specified in a list separated by semi-colons. @propset #0=str:/@a/docs/=$at$=list#:6 @propset #0=str:/@a/docs/=$at$=list#/1: @propset #0=str:/@a/docs/=$at$=list#/2:@list [=[line1] [-] [line2]] @propset #0=str:/@a/docs/=$at$=list#/3: @propset #0=str:/@a/docs/=$at$=list#/4:Lists lines in a program, provided you control it or it is LINK_OK. @propset #0=str:/@a/docs/=$at$=list#/5:Zero, one, or two line numbers may be specified, denoting the range of @propset #0=str:/@a/docs/=$at$=list#/6:lines to list. If no lines are given, the entire program is listed. @propset #0=str:/@a/docs/=$at$=lock#:8 @propset #0=str:/@a/docs/=$at$=lock#/1: @propset #0=str:/@a/docs/=$at$=lock#/2:@lock = @propset #0=str:/@a/docs/=$at$=lock#/3: @propset #0=str:/@a/docs/=$at$=lock#/4:Locks to a specific key(s). can be specified as or @propset #0=str:/@a/docs/=$at$=lock#/5:#, or as 'me' or 'here'. Boolean expressions are allowed, using '&' @propset #0=str:/@a/docs/=$at$=lock#/6:(and), '|' (or), '!' (not), and parentheses ('(' and ')') for grouping. To @propset #0=str:/@a/docs/=$at$=lock#/7:lock to a player, prefix their name with '*' (ex. '*Igor'). A key may be a @propset #0=str:/@a/docs/=$at$=lock#/8:player, an object, or 'property:value'. @propset #0=str:/@a/docs/=$at$=name#:6 @propset #0=str:/@a/docs/=$at$=name#/1: @propset #0=str:/@a/docs/=$at$=name#/2:@name = [] @propset #0=str:/@a/docs/=$at$=name#/3: @propset #0=str:/@a/docs/=$at$=name#/4:Sets the name field of to . cannot be empty; a null @propset #0=str:/@a/docs/=$at$=name#/5:name is illegal. must be supplied to rename a player. Wizards @propset #0=str:/@a/docs/=$at$=name#/6:can rename any player but still must include the password. @propset #0=str:/@a/docs/=$at$=newpassword#:6 @propset #0=str:/@a/docs/=$at$=newpassword#/1: @propset #0=str:/@a/docs/=$at$=newpassword#/2:@newpassword [=] @propset #0=str:/@a/docs/=$at$=newpassword#/3: @propset #0=str:/@a/docs/=$at$=newpassword#/4:Only wizards may use this command. Changes 's password, informing @propset #0=str:/@a/docs/=$at$=newpassword#/5: that you changed it. Must be typed in full. If GOD_PRIV was @propset #0=str:/@a/docs/=$at$=newpassword#/6:defined, nobody can change god's password. @propset #0=str:/@a/docs/=$at$=odrop#:11 @propset #0=str:/@a/docs/=$at$=odrop#/1: @propset #0=str:/@a/docs/=$at$=odrop#/10:there, prefixed by the object's name. This is the same as: '@set @propset #0=str:/@a/docs/=$at$=odrop#/11:=_/odr:[text]' See also @DROP. @propset #0=str:/@a/docs/=$at$=odrop#/2:@odrop [=] @propset #0=str:/@a/docs/=$at$=odrop#/3: @propset #0=str:/@a/docs/=$at$=odrop#/4:Sets the odrop field of to . If is not specified, the @propset #0=str:/@a/docs/=$at$=odrop#/5:odrop field is cleared. Odrop on an object is displayed prefixed by the @propset #0=str:/@a/docs/=$at$=odrop#/6:player's name when s/he drops that object. On an exit, it is displayed upon @propset #0=str:/@a/docs/=$at$=odrop#/7:a player's arrival to the destination room (or the location of the @propset #0=str:/@a/docs/=$at$=odrop#/8:destination player). On a player, it is displayed after the `name killed @propset #0=str:/@a/docs/=$at$=odrop#/9:victim!' message. On a room, it is displayed when an object is dropped @propset #0=str:/@a/docs/=$at$=ofail#:7 @propset #0=str:/@a/docs/=$at$=ofail#/1: @propset #0=str:/@a/docs/=$at$=ofail#/2:@ofail [=] @propset #0=str:/@a/docs/=$at$=ofail#/3: @propset #0=str:/@a/docs/=$at$=ofail#/4:The @ofail message, prefixed by the player's name, is shown to others when @propset #0=str:/@a/docs/=$at$=ofail#/5:the player fails to use . Without a message argument, it clears the @propset #0=str:/@a/docs/=$at$=ofail#/6:message. can be specified as or #, or as 'me' or @propset #0=str:/@a/docs/=$at$=ofail#/7:'here'. This is the same as: '@set =_/ofl:[text]'. See also @FAIL. @propset #0=str:/@a/docs/=$at$=open#:9 @propset #0=str:/@a/docs/=$at$=open#/1: @propset #0=str:/@a/docs/=$at$=open#/2:@open [= [; ; ... ] [=]] @propset #0=str:/@a/docs/=$at$=open#/3: @propset #0=str:/@a/docs/=$at$=open#/4:Opens an exit in the current room, optionally attempting to link it @propset #0=str:/@a/docs/=$at$=open#/5:simultaneously. If a is specified, then the _reg/ @propset #0=str:/@a/docs/=$at$=open#/6:property on the player is set to the dbref of the new object. This lets @propset #0=str:/@a/docs/=$at$=open#/7:players refer to the object as $ (ie: $mybutton) in @locks, @sets, @propset #0=str:/@a/docs/=$at$=open#/8:etc. Opening an exit costs a penny, and an extra penny to link it, and you @propset #0=str:/@a/docs/=$at$=open#/9:must control the room where it is being opened. @propset #0=str:/@a/docs/=$at$=osuccess#:8 @propset #0=str:/@a/docs/=$at$=osuccess#/1: @propset #0=str:/@a/docs/=$at$=osuccess#/2:@osuccess [=] @propset #0=str:/@a/docs/=$at$=osuccess#/3: @propset #0=str:/@a/docs/=$at$=osuccess#/4:The @osuccess message, prefixed by the player's name, is shown to others @propset #0=str:/@a/docs/=$at$=osuccess#/5:when the player successfully uses . Without a message argument, it @propset #0=str:/@a/docs/=$at$=osuccess#/6:clears the @osuccess message. It can be abbreviated @osucc. can be @propset #0=str:/@a/docs/=$at$=osuccess#/7:specified as or #, or as 'me' or 'here'. This is the same as @propset #0=str:/@a/docs/=$at$=osuccess#/8:'@set = _/osc:[text]' See also @SUCCESS. @propset #0=str:/@a/docs/=$at$=owned#:16 @propset #0=str:/@a/docs/=$at$=owned#/1: @propset #0=str:/@a/docs/=$at$=owned#/10: @propset #0=str:/@a/docs/=$at$=owned#/11:will list all Mucker Level 3 (3) programs (F) owned by revar, that are @propset #0=str:/@a/docs/=$at$=owned#/12:NOT set Link_OK (!L), and it will show the location of each one. @propset #0=str:/@a/docs/=$at$=owned#/13: @propset #0=str:/@a/docs/=$at$=owned#/14:Note that only wizards can do an @owned on other people. @propset #0=str:/@a/docs/=$at$=owned#/15: @propset #0=str:/@a/docs/=$at$=owned#/16:See also @ENTRANCES, @FIND, @CONTENTS @propset #0=str:/@a/docs/=$at$=owned#/2:@owned [= = []] @propset #0=str:/@a/docs/=$at$=owned#/3:Searches through the database for items that controls. @propset #0=str:/@a/docs/=$at$=owned#/4: @propset #0=str:/@a/docs/=$at$=owned#/5:For an explanation of the flags/types modifiers and the output types, see the help entry for @FIND. @propset #0=str:/@a/docs/=$at$=owned#/6: @propset #0=str:/@a/docs/=$at$=owned#/7:Example: @propset #0=str:/@a/docs/=$at$=owned#/8: @propset #0=str:/@a/docs/=$at$=owned#/9: @owned Revar=F!L3=location @propset #0=str:/@a/docs/=$at$=password#:4 @propset #0=str:/@a/docs/=$at$=password#/1: @propset #0=str:/@a/docs/=$at$=password#/2:@password = @propset #0=str:/@a/docs/=$at$=password#/3: @propset #0=str:/@a/docs/=$at$=password#/4:This changes your password. @propset #0=str:/@a/docs/=$at$=pcreate#:4 @propset #0=str:/@a/docs/=$at$=pcreate#/1: @propset #0=str:/@a/docs/=$at$=pcreate#/2:@pcreate = @propset #0=str:/@a/docs/=$at$=pcreate#/3: @propset #0=str:/@a/docs/=$at$=pcreate#/4:This command creates a new player. It may only be used if REGISTRATION is enabled. (Wizard only) @propset #0=str:/@a/docs/=$at$=program#:5 @propset #0=str:/@a/docs/=$at$=program#/1: @propset #0=str:/@a/docs/=$at$=program#/2:@program @propset #0=str:/@a/docs/=$at$=program#/3: @propset #0=str:/@a/docs/=$at$=program#/4:Create a new program, or enter edit mode on an existing one. See @EDIT and @propset #0=str:/@a/docs/=$at$=program#/5:Programmer's Reference. @propset #0=str:/@a/docs/=$at$=propset#:5 @propset #0=str:/@a/docs/=$at$=propset#/1: @propset #0=str:/@a/docs/=$at$=propset#/2:@propset = : : @propset #0=str:/@a/docs/=$at$=propset#/3: @propset #0=str:/@a/docs/=$at$=propset#/4:Sets to , with stored as data type @propset #0=str:/@a/docs/=$at$=propset#/5:. You must control . @propset #0=str:/@a/docs/=$at$=ps#:6 @propset #0=str:/@a/docs/=$at$=ps#/1: @propset #0=str:/@a/docs/=$at$=ps#/2:@ps @propset #0=str:/@a/docs/=$at$=ps#/3: @propset #0=str:/@a/docs/=$at$=ps#/4:Lists the status of the currently running MUF program processes. This lists @propset #0=str:/@a/docs/=$at$=ps#/5:all processes for a Wizard. Non-Wizards only see the muf processes that @propset #0=str:/@a/docs/=$at$=ps#/6:they can @kill. See @KILL. @propset #0=str:/@a/docs/=$at$=purge#:6 @propset #0=str:/@a/docs/=$at$=purge#/1: @propset #0=str:/@a/docs/=$at$=purge#/2:@purge =yes @propset #0=str:/@a/docs/=$at$=purge#/3: @propset #0=str:/@a/docs/=$at$=purge#/4:Recycles all objects owned by that player, but leaves the player. You must @propset #0=str:/@a/docs/=$at$=purge#/5:specify 'yes' in order for this to take. WARNING: Make sure the player owns @propset #0=str:/@a/docs/=$at$=purge#/6:no public rooms or areas. Only a wizard may use this command. @propset #0=str:/@a/docs/=$at$=recycle#:4 @propset #0=str:/@a/docs/=$at$=recycle#/1: @propset #0=str:/@a/docs/=$at$=recycle#/2:@recycle @propset #0=str:/@a/docs/=$at$=recycle#/3: @propset #0=str:/@a/docs/=$at$=recycle#/4:Destroys an object and remove all references to it within the database. The dbref is then added to a free list, and newly created objects are assigned from the pool of recycled dbrefs first. You *must* own the object being recycled: even wizards must use the @chown command to recycle someone else's belongings. @propset #0=str:/@a/docs/=$at$=set#:18 @propset #0=str:/@a/docs/=$at$=set#/1: @propset #0=str:/@a/docs/=$at$=set#/10:CHOWN_OK, HAVEN [HARDUID], ABODE [AUTOSTART], VEHICLE, ZOMBIE, or MUCKER. @propset #0=str:/@a/docs/=$at$=set#/11:You can also set the MUCKER (or Priority) Level of an object by using 0, 1, @propset #0=str:/@a/docs/=$at$=set#/12:2, or 3 as the flag name. An optional flag which may or may not be on a @propset #0=str:/@a/docs/=$at$=set#/13:given site is KILL_OK. @propset #0=str:/@a/docs/=$at$=set#/14: @propset #0=str:/@a/docs/=$at$=set#/15:The second format sets on to , or if @propset #0=str:/@a/docs/=$at$=set#/16:is not given, removes . @propset #0=str:/@a/docs/=$at$=set#/17: @propset #0=str:/@a/docs/=$at$=set#/18:The third format removes all properties from an object. @propset #0=str:/@a/docs/=$at$=set#/2:@set = [!] -or- @set = : [ ] - @propset #0=str:/@a/docs/=$at$=set#/3:or- @set = : @propset #0=str:/@a/docs/=$at$=set#/4: @propset #0=str:/@a/docs/=$at$=set#/5:@set does one of three things on TinyMUCK, it can modify flags, add @propset #0=str:/@a/docs/=$at$=set#/6:properties to an object, or remove properties from an object. @propset #0=str:/@a/docs/=$at$=set#/7: @propset #0=str:/@a/docs/=$at$=set#/8:Using the first format, you may set flags, which are: WIZARD, LINK_OK, DARK @propset #0=str:/@a/docs/=$at$=set#/9:[DEBUG], FILTER, STICKY [SETUID], JUMP_OK, BUILDER [BOUND], QUELL, @propset #0=str:/@a/docs/=$at$=shutdown#:4 @propset #0=str:/@a/docs/=$at$=shutdown#/1: @propset #0=str:/@a/docs/=$at$=shutdown#/2:@shutdown @propset #0=str:/@a/docs/=$at$=shutdown#/3: @propset #0=str:/@a/docs/=$at$=shutdown#/4:Shuts down the game. Must be typed in full. (Wizard only) @propset #0=str:/@a/docs/=$at$=stats#:8 @propset #0=str:/@a/docs/=$at$=stats#/1: @propset #0=str:/@a/docs/=$at$=stats#/2:@stats [] @propset #0=str:/@a/docs/=$at$=stats#/3: @propset #0=str:/@a/docs/=$at$=stats#/4:For mortal players, returns the highest number in the database, which @propset #0=str:/@a/docs/=$at$=stats#/5:includes garbage that has been generated with @recycle. For Wizards, gives @propset #0=str:/@a/docs/=$at$=stats#/6:this number as well as a breakdown of each type of object: rooms, exits, @propset #0=str:/@a/docs/=$at$=stats#/7:things, programs, players, and garbage. Wizards may also specify @propset #0=str:/@a/docs/=$at$=stats#/8:which returns a similar display limited to the possessions of . @propset #0=str:/@a/docs/=$at$=success#:8 @propset #0=str:/@a/docs/=$at$=success#/1: @propset #0=str:/@a/docs/=$at$=success#/2:@success [=] @propset #0=str:/@a/docs/=$at$=success#/3: @propset #0=str:/@a/docs/=$at$=success#/4:Sets the success message for . The message is displayed when a @propset #0=str:/@a/docs/=$at$=success#/5:player successfully uses . Without a message argument, it clears @propset #0=str:/@a/docs/=$at$=success#/6:the message. It can be abbreviated @succ. can be specified as @propset #0=str:/@a/docs/=$at$=success#/7: or #, or as 'me' or 'here'. This is the same as '@set @propset #0=str:/@a/docs/=$at$=success#/8:=_/dr:[text]' See also @OSUCCESS. @propset #0=str:/@a/docs/=$at$=teleport#:8 @propset #0=str:/@a/docs/=$at$=teleport#/1: @propset #0=str:/@a/docs/=$at$=teleport#/2:@teleport [=] @propset #0=str:/@a/docs/=$at$=teleport#/3: @propset #0=str:/@a/docs/=$at$=teleport#/4:Moves to , if is not given, moves you to @propset #0=str:/@a/docs/=$at$=teleport#/5:. Wizards may teleport anything to anywhere, provided it makes sense, @propset #0=str:/@a/docs/=$at$=teleport#/6:and mortals are allowed to do two things: teleport rooms to change their @propset #0=str:/@a/docs/=$at$=teleport#/7:parent fields, and the may teleport things to a room they can link to, @propset #0=str:/@a/docs/=$at$=teleport#/8:provided they control either the thing or its location. @propset #0=str:/@a/docs/=$at$=toad#:6 @propset #0=str:/@a/docs/=$at$=toad#/1: @propset #0=str:/@a/docs/=$at$=toad#/2:@toad = @propset #0=str:/@a/docs/=$at$=toad#/3: @propset #0=str:/@a/docs/=$at$=toad#/4:Turns into a slimy toad, destroying their character. All @propset #0=str:/@a/docs/=$at$=toad#/5:possessions of are @chowned to . Must be typed in full. @propset #0=str:/@a/docs/=$at$=toad#/6:(Wizard only) @propset #0=str:/@a/docs/=$at$=trace#:7 @propset #0=str:/@a/docs/=$at$=trace#/1: @propset #0=str:/@a/docs/=$at$=trace#/2:@trace [=] @propset #0=str:/@a/docs/=$at$=trace#/3: @propset #0=str:/@a/docs/=$at$=trace#/4:Starts with and traces all location fields, until the global- @propset #0=str:/@a/docs/=$at$=trace#/5:environment room is reached or the optional is specified. This is @propset #0=str:/@a/docs/=$at$=trace#/6:generally useful for finding which rooms are parents in your heirarchy. If @propset #0=str:/@a/docs/=$at$=trace#/7:you cannot link to a particular location its name is replaced by stars ***. @propset #0=str:/@a/docs/=$at$=unlink#:7 @propset #0=str:/@a/docs/=$at$=unlink#/1: @propset #0=str:/@a/docs/=$at$=unlink#/2:@unlink ; @unlink here @propset #0=str:/@a/docs/=$at$=unlink#/3: @propset #0=str:/@a/docs/=$at$=unlink#/4:Removes the link on the exit in the specified direction, or removes the @propset #0=str:/@a/docs/=$at$=unlink#/5:drop-to on the room. Unlinked exits may be picked up and dropped elsewhere. @propset #0=str:/@a/docs/=$at$=unlink#/6:Be careful, anyone can relink an unlinked exit, becoming its new owner (but @propset #0=str:/@a/docs/=$at$=unlink#/7:you will be reimbursed your 1 penny). See @LINK. @propset #0=str:/@a/docs/=$at$=unlock#:4 @propset #0=str:/@a/docs/=$at$=unlock#/1: @propset #0=str:/@a/docs/=$at$=unlock#/2:@unlock @propset #0=str:/@a/docs/=$at$=unlock#/3: @propset #0=str:/@a/docs/=$at$=unlock#/4:Removes the lock on . See @LOCK. @propset #0=str:/@a/docs/=$at$=usage#:5 @propset #0=str:/@a/docs/=$at$=usage#/1: @propset #0=str:/@a/docs/=$at$=usage#/2:@usage @propset #0=str:/@a/docs/=$at$=usage#/3: @propset #0=str:/@a/docs/=$at$=usage#/4:A Wizard only command that gives system resource usage stats for the muck @propset #0=str:/@a/docs/=$at$=usage#/5:server process. @propset #0=str:/@a/docs/=$at$=wall#:5 @propset #0=str:/@a/docs/=$at$=wall#/1: @propset #0=str:/@a/docs/=$at$=wall#/2:@wall @propset #0=str:/@a/docs/=$at$=wall#/3: @propset #0=str:/@a/docs/=$at$=wall#/4:Shouts something to every player connected. Must be typed in full. (Wizard @propset #0=str:/@a/docs/=$at$=wall#/5:only) @propset #0=str:/@a/docs/=$at$=when#:7 @propset #0=str:/@a/docs/=$at$=when#/1: @propset #0=str:/@a/docs/=$at$=when#/2:@when @propset #0=str:/@a/docs/=$at$=when#/3: @propset #0=str:/@a/docs/=$at$=when#/4:If you control the object, this will display the flags, ownership, and @propset #0=str:/@a/docs/=$at$=when#/5:timestamps associated with that object. If you do not control it, you are @propset #0=str:/@a/docs/=$at$=when#/6:only told the object type and ownership information. This command works @propset #0=str:/@a/docs/=$at$=when#/7:with either a dbref or an object name. @propset #0=str:/@a/docs/abode#:4 @propset #0=str:/@a/docs/abode#/1: @propset #0=str:/@a/docs/abode#/2:ABODE (flag) @propset #0=str:/@a/docs/abode#/3: @propset #0=str:/@a/docs/abode#/4:If a room is set ABODE, players can set their homes there, and can set the homes of objects there. (LINK_OK is now used only for exits, and ABODE is for players and objects.) When set on a program, it means AUTOSTART. This means that when the game is first started up, the program will automatically be run with a trigger of #-1 and a 'me @' of the owner of the program. This is useful to restart processes that run in the background periodically. @propset #0=str:/@a/docs/bogus#:2 @propset #0=str:/@a/docs/bogus#/1: @propset #0=str:/@a/docs/bogus#/2: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=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. @propset #0=str:/@a/docs/builder#:12 @propset #0=str:/@a/docs/builder#/1: @propset #0=str:/@a/docs/builder#/10:the execution exits this program, the multitasking mode returns to what it @propset #0=str:/@a/docs/builder#/11:was before the function was called. This lets libraries of atomic functions @propset #0=str:/@a/docs/builder#/12:be written. @propset #0=str:/@a/docs/builder#/2:Some mud restrict building commands to players whose builder flag is set. @propset #0=str:/@a/docs/builder#/3:The builder flag, BUILDER, is only meaningful for players. On such systems, @propset #0=str:/@a/docs/builder#/4:only builders can @create, @dig, @link, @open, or pick up unlinked exits. @propset #0=str:/@a/docs/builder#/5:Only a wizard can set this flag. @propset #0=str:/@a/docs/builder#/6: @propset #0=str:/@a/docs/builder#/7:When BUILDER is set on a program, it is called "BOUND" and it causes any @propset #0=str:/@a/docs/builder#/8:functions within the program to run in preempt mode, regardless of the @propset #0=str:/@a/docs/builder#/9:multitasking mode that the process had before calling this program. When @propset #0=str:/@a/docs/chown_ok#:5 @propset #0=str:/@a/docs/chown_ok#/1: @propset #0=str:/@a/docs/chown_ok#/2:CHOWN_OK (flag) @propset #0=str:/@a/docs/chown_ok#/3: @propset #0=str:/@a/docs/chown_ok#/4:When set, this flag indicates that any player may use the @chown command to @propset #0=str:/@a/docs/chown_ok#/5:claim ownership of the item. (see @chown) @propset #0=str:/@a/docs/commands#:7 @propset #0=str:/@a/docs/commands#/1:All sorts of commands are available to players. Common ones are listed by @propset #0=str:/@a/docs/commands#/2:typing 'help'; you can get a listing of all commands by typing 'help index' @propset #0=str:/@a/docs/commands#/3:and learn about each one with 'help ' as needed. Since exits can @propset #0=str:/@a/docs/commands#/4:be given the same name as commands, this can be confusing to beginners. All @propset #0=str:/@a/docs/commands#/5:@ commands are caught before exits are checked, however, as well as WHO, @propset #0=str:/@a/docs/commands#/6:QUIT, OUTPUTPREFIX, OUTPUTSUFFIX, and home. Also, some areas may have more @propset #0=str:/@a/docs/commands#/7:commands available in them. See BOGUS. @propset #0=str:/@a/docs/control#:20 @propset #0=str:/@a/docs/control#/1:There are 3 rules to controlling objects: @propset #0=str:/@a/docs/control#/10:There are a few things to keep in mind, in relation to the above: @propset #0=str:/@a/docs/control#/11: a) Anybody can @chown an unlinked exit to themselves, even if it is @propset #0=str:/@a/docs/control#/12: locked. Builders should beware of this, lest their exits be linked @propset #0=str:/@a/docs/control#/13: or stolen. Once the object has been chowned, then it will be @propset #0=str:/@a/docs/control#/14: controlled by the owner, as per rule 1. @propset #0=str:/@a/docs/control#/15: b) Players can @chown to themselves any exits which are linked to an @propset #0=str:/@a/docs/control#/16: object they own. Note Rule #1. @propset #0=str:/@a/docs/control#/17: c) Players can @chown to themselves any exits which are attached to @propset #0=str:/@a/docs/control#/18: an object that they own. Note Rule #1. @propset #0=str:/@a/docs/control#/19: d) If an object is set CHOWN_OK, anyone may "@chown =me" and @propset #0=str:/@a/docs/control#/2: 1) You control anything you own. @propset #0=str:/@a/docs/control#/20: gain ownership and control of the object. (see chown_ok) @propset #0=str:/@a/docs/control#/3: 2) A wizard or God controls everything. @propset #0=str:/@a/docs/control#/4: 3) If Realms_Control is @tuned on in the server, then if a player owns an @propset #0=str:/@a/docs/control#/5: environmental room, and that room has it's Wizard bit set, then the owner of that environment room has control over anything contained in @propset #0=str:/@a/docs/control#/6: that environment room. This includes things inside of rooms that are @propset #0=str:/@a/docs/control#/7: inside of that environment room, and so forth. Everything in that @propset #0=str:/@a/docs/control#/8: Wizbit environment can be controlled by the environment's owner. @propset #0=str:/@a/docs/control#/9: @propset #0=str:/@a/docs/Costs#:4 @propset #0=str:/@a/docs/Costs#/1:Costs: kill: 10p (or more, up to 100p). @dig: 10p. @create: 10p (or more, @propset #0=str:/@a/docs/Costs#/2:up to 505p), sacrifice value=(cost-5)/5. @find, @owned: 100p. @link: 1p (if @propset #0=str:/@a/docs/Costs#/3:you didn't already own it, +1p to the previous owner). @open: 1p (2p if @propset #0=str:/@a/docs/Costs#/4:linked at the same time). Wizards don't need money to do anything. @propset #0=str:/@a/docs/dark#:10 @propset #0=str:/@a/docs/dark#/1: @propset #0=str:/@a/docs/dark#/10:printed out to any users of the program for each instruction executes. @propset #0=str:/@a/docs/dark#/2:DARK (flag) @propset #0=str:/@a/docs/dark#/3: @propset #0=str:/@a/docs/dark#/4:If a room is DARK, then when people besides the owner 'look' there, they @propset #0=str:/@a/docs/dark#/5:only see things they own. If a thing or player is DARK, then "look" does @propset #0=str:/@a/docs/dark#/6:not list that object in the room's Contents:. Players can set rooms they @propset #0=str:/@a/docs/dark#/7:own dark, and may also set objects they own dark, but they cannot drop dark @propset #0=str:/@a/docs/dark#/8:objects in rooms they don't control. Wizards can set players dark. When a @propset #0=str:/@a/docs/dark#/9:program is set DARK, it is called DEBUG, and a running stack trace is @propset #0=str:/@a/docs/dbref#:7 @propset #0=str:/@a/docs/dbref#/1:Each object has an ID number (the 'dbref'), which appears after the @propset #0=str:/@a/docs/dbref#/2:name of an object, and is followed by any flags on the object; i.e. @propset #0=str:/@a/docs/dbref#/3:foo(#3672PM) is a Player, Male, named foo, with #3672. This number is @propset #0=str:/@a/docs/dbref#/4:a database reference, and is used to specify objects at a distance; @propset #0=str:/@a/docs/dbref#/5:i.e. ex #. You will only see the ID number of objects @propset #0=str:/@a/docs/dbref#/6:you own, or which are set LINK_OK, ABODE, or CHOWN_OK. Wizards can see @propset #0=str:/@a/docs/dbref#/7:the numbers and flags on all objects. See also FLAGS. @propset #0=str:/@a/docs/drop#:10 @propset #0=str:/@a/docs/drop#/1: @propset #0=str:/@a/docs/drop#/10:drop. @propset #0=str:/@a/docs/drop#/2:drop @propset #0=str:/@a/docs/drop#/3: @propset #0=str:/@a/docs/drop#/4:Drops the if you are holding it. It moves the object to the room @propset #0=str:/@a/docs/drop#/5:you are in, unless its STICKY flag is set, or the room has a drop-to. @propset #0=str:/@a/docs/drop#/6:Programs are much like objects but are not affected by room droptos or @propset #0=str:/@a/docs/drop#/7:STICKY flags. A 'drop' message can be set, which will be shown to the @propset #0=str:/@a/docs/drop#/8:player dropping the object, and an 'odrop', which will be shown to the @propset #0=str:/@a/docs/drop#/9:other players in the room. (see @drop, @odrop) throw and put are aliased to @propset #0=str:/@a/docs/drop-to#:4 @propset #0=str:/@a/docs/drop-to#/1:Drop-to: When the @link command is used on a room, it sets a drop-to @propset #0=str:/@a/docs/drop-to#/2:location. Any object dropped in the room (if it isn't STICKY) will go to @propset #0=str:/@a/docs/drop-to#/3:that location. If the room is STICKY, the drop-to will be delayed until the @propset #0=str:/@a/docs/drop-to#/4:last person in the room has left. @propset #0=str:/@a/docs/examine#:11 @propset #0=str:/@a/docs/examine#/1: @propset #0=str:/@a/docs/examine#/10:, however, it prints the owner of the object in question, and, @propset #0=str:/@a/docs/examine#/11:again, displays the true text of the description. @propset #0=str:/@a/docs/examine#/2:examine [=propdir] @propset #0=str:/@a/docs/examine#/3: @propset #0=str:/@a/docs/examine#/4:If you control , examine will give you a complete breakdown of all @propset #0=str:/@a/docs/examine#/5:fields, flags, &c that are associated with the object. If the optional @propset #0=str:/@a/docs/examine#/6:propdir field is supplied, then it instead lists out all the properties @propset #0=str:/@a/docs/examine#/7:directly under that propdir. To list the base propdir of an object, use 'ex @propset #0=str:/@a/docs/examine#/8:=/'. Program-executing fields are displayed as their true text, @propset #0=str:/@a/docs/examine#/9:rather than executing the program in question. If you do not control @propset #0=str:/@a/docs/failure#:5 @propset #0=str:/@a/docs/failure#/1:You fail to use a thing when you cannot take it (because it's lock fails). @propset #0=str:/@a/docs/failure#/2:You fail to use an exit when you cannot go through it (because it's @propset #0=str:/@a/docs/failure#/3:unlinked or locked). You fail to use a person when you fail to rob them. @propset #0=str:/@a/docs/failure#/4:You fail to use a room when you fail to look around (because it's locked). @propset #0=str:/@a/docs/failure#/5:See STRINGS, @FAIL and @OFAIL. @propset #0=str:/@a/docs/flags#:8 @propset #0=str:/@a/docs/flags#/1:The flags are displayed as letters following an object's ID number. Flags @propset #0=str:/@a/docs/flags#/2:are set with the @set command. The flags are: W(izard), S(ticky), @propset #0=str:/@a/docs/flags#/3:L(ink_OK), D(ark), J(ump_OK), K(ill_OK), C(hown_OK), H(aven), A(bode), @propset #0=str:/@a/docs/flags#/4:B(uilder), V(ehicle), Z(ombie), and The flags R(oom), E(xit), and P(layer) @propset #0=str:/@a/docs/flags#/5:are also used. Debug is the same flag as Dark, Silent as Sticky, and Bound @propset #0=str:/@a/docs/flags#/6:as Builder. F refers to a Muck Forth program. An M followed by a 1, 2, or 3 @propset #0=str:/@a/docs/flags#/7:gives the Mucker Level. (Priority Level for exits.) See TYPES, GENDER, and @propset #0=str:/@a/docs/flags#/8:individual flag names. @propset #0=str:/@a/docs/gender#:6 @propset #0=str:/@a/docs/gender#/1: @propset #0=str:/@a/docs/gender#/2:Gender @propset #0=str:/@a/docs/gender#/3: @propset #0=str:/@a/docs/gender#/4:@set me=sex:unassigned|male|female|neuter. Default unassigned. If a @propset #0=str:/@a/docs/gender#/5:player's sex is set, %-substitutions will use the appropriate pronoun for @propset #0=str:/@a/docs/gender#/6:that player. Only meaningful for players. See SUBSTITUTIONS. @propset #0=str:/@a/docs/get#:18 @propset #0=str:/@a/docs/get#/1: @propset #0=str:/@a/docs/get#/10: get = @propset #0=str:/@a/docs/get#/11: @propset #0=str:/@a/docs/get#/12:Attempts to get from the given container. The _/clk lock property @propset #0=str:/@a/docs/get#/13:on is tested, and if it is true, then it checks to see if the @propset #0=str:/@a/docs/get#/14:standard _/lok lock property on tests true. If both locks pass, @propset #0=str:/@a/docs/get#/15:then is moved into the player's inventory. If there is no _/clk @propset #0=str:/@a/docs/get#/16:property on it defaults to failing. The _/lok property, on @propset #0=str:/@a/docs/get#/17:, on the other hand, defaults to passing. @succ/@fail messages are @propset #0=str:/@a/docs/get#/18:not displayed, when fetching something from a container. @propset #0=str:/@a/docs/get#/2:get @propset #0=str:/@a/docs/get#/3: @propset #0=str:/@a/docs/get#/4:Attempts to pick up . The lock on is checked for a @propset #0=str:/@a/docs/get#/5:success (true), and the normal path of success/fail is then taken. On @propset #0=str:/@a/docs/get#/6:success the object is placed in your inventory. @propset #0=str:/@a/docs/get#/7: @propset #0=str:/@a/docs/get#/8:Another variation on this is: @propset #0=str:/@a/docs/get#/9: @propset #0=str:/@a/docs/give#:7 @propset #0=str:/@a/docs/give#/1: @propset #0=str:/@a/docs/give#/2:give = @propset #0=str:/@a/docs/give#/3: @propset #0=str:/@a/docs/give#/4:Gives pennies from your supply to . Mortals may only give @propset #0=str:/@a/docs/give#/5:positive amounts and may not cause a player to have more than 10000 @propset #0=str:/@a/docs/give#/6:pennies. Wizards do not affect their penny supplies by giving to others, @propset #0=str:/@a/docs/give#/7:and may also give pennies to objects, changing that object's value. @propset #0=str:/@a/docs/go#:6 @propset #0=str:/@a/docs/go#/1: @propset #0=str:/@a/docs/go#/2:go[to] ; go[to] home @propset #0=str:/@a/docs/go#/3: @propset #0=str:/@a/docs/go#/4:Goes in the specified direction. 'go home' is a special command that @propset #0=str:/@a/docs/go#/5:returns you to your starting location. The word 'go' may be omitted. 'move' @propset #0=str:/@a/docs/go#/6:is the same as 'go'. @propset #0=str:/@a/docs/goal#:3 @propset #0=str:/@a/docs/goal#/1:There is no ultimate goal to this game, except to have fun. There are @propset #0=str:/@a/docs/goal#/2:puzzles to solve, scenery to visit, and people to meet. There are no @propset #0=str:/@a/docs/goal#/3:winners or losers, only fellow players. Enjoy. @propset #0=str:/@a/docs/god#:2 @propset #0=str:/@a/docs/god#/1:On most mu*s, #1 is the system maintainer and God. Only #1 can set a player @propset #0=str:/@a/docs/god#/2:Wizard. Wizards cannot affect #1. See WIZARD. @propset #0=str:/@a/docs/gripe#:6 @propset #0=str:/@a/docs/gripe#/1: @propset #0=str:/@a/docs/gripe#/2:gripe @propset #0=str:/@a/docs/gripe#/3: @propset #0=str:/@a/docs/gripe#/4:Sends to the system maintainer. Gripes are logged for later @propset #0=str:/@a/docs/gripe#/5:reference; also, if the system maintainer is connected he will receive the @propset #0=str:/@a/docs/gripe#/6:gripe real-time when the gripe is made. @propset #0=str:/@a/docs/haven#:12 @propset #0=str:/@a/docs/haven#/1: @propset #0=str:/@a/docs/haven#/10:effective mucker level and permissions of the calling program. If the @propset #0=str:/@a/docs/haven#/11:caller was not a program, or the current program is NOT owned by a wizard, @propset #0=str:/@a/docs/haven#/12:then it runs with SETUID permissions. @propset #0=str:/@a/docs/haven#/2:@set here=haven;@set me=haven @propset #0=str:/@a/docs/haven#/3: @propset #0=str:/@a/docs/haven#/4:If a room is HAVEN, you cannot kill in that room. If a player is set HAVEN, @propset #0=str:/@a/docs/haven#/5:he cannot be paged. (see page) HAVEN, when set on a program is called @propset #0=str:/@a/docs/haven#/6:HARDUID, and causes that program to run with the permissions of the owner @propset #0=str:/@a/docs/haven#/7:of the trigger, rather than with the permissions of the user of the @propset #0=str:/@a/docs/haven#/8:program. When this is set in conjunction with the STICKY (SETUID) flag on a @propset #0=str:/@a/docs/haven#/9:program, and the program is owned by a wizard, then it will run with the @propset #0=str:/@a/docs/here#:3 @propset #0=str:/@a/docs/here#/1:The word 'here' refers to the room you are in. For example, to rename the @propset #0=str:/@a/docs/here#/2:room you're in (if you control it), you could enter "@name here=". @propset #0=str:/@a/docs/home#:6 @propset #0=str:/@a/docs/home#/1: @propset #0=str:/@a/docs/home#/2:home @propset #0=str:/@a/docs/home#/3: @propset #0=str:/@a/docs/home#/4:Sends you home, no matter where you are. You retain your pennies, but any @propset #0=str:/@a/docs/home#/5:objects you are carrying leave your inventory and return to their own @propset #0=str:/@a/docs/home#/6:homes. See HOMES. @propset #0=str:/@a/docs/homes#:8 @propset #0=str:/@a/docs/homes#/1:Every thing or player has a home. This is where things go when sacrificed, @propset #0=str:/@a/docs/homes#/2:players when they go home, or things with the STICKY flag set go when @propset #0=str:/@a/docs/homes#/3:dropped (See STICKY). Homes are set with the @link command. A thing's home @propset #0=str:/@a/docs/homes#/4:defaults to the room where it was created, if you control that room, or @propset #0=str:/@a/docs/homes#/5:your home. You can link an exit to send players home (with their inventory) @propset #0=str:/@a/docs/homes#/6:by "@link =home". Drop-tos can also be set to 'home' (See DROP-TOS). @propset #0=str:/@a/docs/homes#/7:@teleport accepts home as an argument, so you can @teleport things (and @propset #0=str:/@a/docs/homes#/8:players if you are a wizard) to their home. See @TELEPORT and @LINK. @propset #0=str:/@a/docs/inventory#:4 @propset #0=str:/@a/docs/inventory#/1: @propset #0=str:/@a/docs/inventory#/2:inventory @propset #0=str:/@a/docs/inventory#/3: @propset #0=str:/@a/docs/inventory#/4:Lists what you are carrying. This can be abbreviated to inv or i. @propset #0=str:/@a/docs/jump_ok#:7 @propset #0=str:/@a/docs/jump_ok#/1:The Jump_OK flag is used in several ways. Unprivileged programs cannot use @propset #0=str:/@a/docs/jump_ok#/2:MOVETO on an object unless the player either controls the object, the room @propset #0=str:/@a/docs/jump_ok#/3:it's being moved from, and the room it's being moved to, or else they are @propset #0=str:/@a/docs/jump_ok#/4:set Jump_OK. A player cannot use an action that is linked to another player @propset #0=str:/@a/docs/jump_ok#/5:unless the other player is set Jump_OK. On some systems, where @propset #0=str:/@a/docs/jump_ok#/6:SECURE_TELEPORTing is set up, you cannot use an action to leave a room, @propset #0=str:/@a/docs/jump_ok#/7:unless the action is either attached to that room, or the room is JUMP_OK. @propset #0=str:/@a/docs/kill#:1 @propset #0=str:/@a/docs/kill#/1:See 'kill_ok' @propset #0=str:/@a/docs/kill#/sup:yes @propset #0=str:/@a/docs/killing#:3 @propset #0=str:/@a/docs/killing#/1:Getting killed is no big deal. If you are killed, you return to your home, @propset #0=str:/@a/docs/killing#/2:and all things you carry return to their homes. You also collect 50 pennies @propset #0=str:/@a/docs/killing#/3:in insurance money (unless you have >= 10000 pennies). See KILL and MONEY. @propset #0=str:/@a/docs/link_ok#:5 @propset #0=str:/@a/docs/link_ok#/1:If a room is LINK_OK, anyone can link exits to it (but still not from it). @propset #0=str:/@a/docs/link_ok#/2:It has no meaning for people, things, or exits. See @LINK in the @propset #0=str:/@a/docs/link_ok#/3:dictionary. A program that is link_ok can be called by any other program, @propset #0=str:/@a/docs/link_ok#/4:and can be run from actions and propqueues not owned by the owner of the @propset #0=str:/@a/docs/link_ok#/5:program. @propset #0=str:/@a/docs/linking#:4 @propset #0=str:/@a/docs/linking#/1:You can link to a room if you control it, or if it is set LINK_OK or ABODE. @propset #0=str:/@a/docs/linking#/2:Being able to link means you can set the homes of objects or yourself to @propset #0=str:/@a/docs/linking#/3:that room if it is set ABODE, and can set the destination of exits to that @propset #0=str:/@a/docs/linking#/4:room if it is LINK_OK. See LINK_OK, ABODE, and @LINK. @propset #0=str:/@a/docs/look#:8 @propset #0=str:/@a/docs/look#/1: @propset #0=str:/@a/docs/look#/2:look @propset #0=str:/@a/docs/look#/3: @propset #0=str:/@a/docs/look#/4:Looks around at the current room, or at if specified. For players, @propset #0=str:/@a/docs/look#/5:displays their description and inventory, for things, their description, @propset #0=str:/@a/docs/look#/6:and for rooms, their name, description, succ/fail message, and contents. @propset #0=str:/@a/docs/look#/7:Also triggers osucc/ofail messages on rooms. Programs are triggered @propset #0=str:/@a/docs/look#/8:accordingly on desc/succ/fail fields. @propset #0=str:/@a/docs/man#:4 @propset #0=str:/@a/docs/man#/1: @propset #0=str:/@a/docs/man#/2:man [] @propset #0=str:/@a/docs/man#/3: @propset #0=str:/@a/docs/man#/4:Displays the programmer's manual or a quick reference. @propset #0=str:/@a/docs/me#:5 @propset #0=str:/@a/docs/me#/1:The word 'me' refers to yourself. Some things to do when starting out: 1) @propset #0=str:/@a/docs/me#/2:give yourself a description with "@describe me=", then look at @propset #0=str:/@a/docs/me#/3:yourself with "look me". 2) prevent anyone else from robbing you with @propset #0=str:/@a/docs/me#/4:"@lock me=me". 3) set your gender, if you wish it known, with @propset #0=str:/@a/docs/me#/5:me=gender:neuter" to be an 'it'). @propset #0=str:/@a/docs/money#:11 @propset #0=str:/@a/docs/money#/1: @propset #0=str:/@a/docs/money#/10:Once you reach 10000 pennies, it becomes difficult to acquire more. See @propset #0=str:/@a/docs/money#/11:COSTS and SACRIFICING. Wizards don't need money to do anything. @propset #0=str:/@a/docs/money#/2:Building and some other actions cost money. How to get money: @propset #0=str:/@a/docs/money#/3: @propset #0=str:/@a/docs/money#/4: 1) find pennies. @propset #0=str:/@a/docs/money#/5: 2) sacrifice (drop) things in the temple. @propset #0=str:/@a/docs/money#/6: 3) get killed. @propset #0=str:/@a/docs/money#/7: 4) be given money. @propset #0=str:/@a/docs/money#/8: 5) rob someone. @propset #0=str:/@a/docs/money#/9: @propset #0=str:/@a/docs/move#:1 @propset #0=str:/@a/docs/move#/1:See 'go' @propset #0=str:/@a/docs/move#/sup:yes @propset #0=str:/@a/docs/mucker levels#:27 @propset #0=str:/@a/docs/mucker levels#/1:The mucker level of a player or program specifies whether or not a player @propset #0=str:/@a/docs/mucker levels#/10:overidable by local actions. When an exit is searched for, in the matching @propset #0=str:/@a/docs/mucker levels#/11:routines, it will match like it used to, except that if it finds an exit, @propset #0=str:/@a/docs/mucker levels#/12:later in the search order, that has a higher priority level, it will choose @propset #0=str:/@a/docs/mucker levels#/13:that exit instead. @propset #0=str:/@a/docs/mucker levels#/14: @propset #0=str:/@a/docs/mucker levels#/15:You can set the priority level of an exit by setting its Mucker Level. (ie: @propset #0=str:/@a/docs/mucker levels#/16:@set exit=2) A level of 0 is the lowest priority, and a level of 3 is the @propset #0=str:/@a/docs/mucker levels#/17:highest priority. Only a Wizard can set the priority level of an action or @propset #0=str:/@a/docs/mucker levels#/18:exit. @propset #0=str:/@a/docs/mucker levels#/19: @propset #0=str:/@a/docs/mucker levels#/2:can make MUF programs, and what permissions they will have when the @propset #0=str:/@a/docs/mucker levels#/20:When the server looks for the standard "connect", "disconnect", or "look" @propset #0=str:/@a/docs/mucker levels#/21:actions, it will ignore any actions with a priority Level of 0. When an @propset #0=str:/@a/docs/mucker levels#/22:action is @attached to another object, @named to something else, or @propset #0=str:/@a/docs/mucker levels#/23:@unlinked, its Priority Level is reset to 0. @propset #0=str:/@a/docs/mucker levels#/24: @propset #0=str:/@a/docs/mucker levels#/25:If COMPATIBLE_PRIORITIES is #defined on your system, then exits that are on @propset #0=str:/@a/docs/mucker levels#/26:room or player objects will never act as if they have an effective priority @propset #0=str:/@a/docs/mucker levels#/27:level of less than 1. @propset #0=str:/@a/docs/mucker levels#/3:programs are run. (See 'man mucker levels') Only a wizard may set the @propset #0=str:/@a/docs/mucker levels#/4:mucker level of a player, and a normal player may only set the mucker level @propset #0=str:/@a/docs/mucker levels#/5:of programs they own to less than their current mucker level. A program @propset #0=str:/@a/docs/mucker levels#/6:cannot be set to mucker level 0, since it doesn't mean anything. @propset #0=str:/@a/docs/mucker levels#/7: @propset #0=str:/@a/docs/mucker levels#/8:When the mucker level of an exit is set, is it called the exit's priority @propset #0=str:/@a/docs/mucker levels#/9:level. The priority levels let you specify that certain exits are not @propset #0=str:/@a/docs/new#:9 @propset #0=str:/@a/docs/new#/1: @propset #0=str:/@a/docs/new#/2:The word 'me' refers to yourself. Some things to do when starting out: @propset #0=str:/@a/docs/new#/3: @propset #0=str:/@a/docs/new#/4: 1) give yourself a description with "@describe me=", then @propset #0=str:/@a/docs/new#/5: look at yourself with "look me". @propset #0=str:/@a/docs/new#/6: 2) prevent anyone else from robbing you with "@lock me=me". @propset #0=str:/@a/docs/new#/7: 3) set your gender, if you wish it known, with "@set me=sex:male" or @propset #0=str:/@a/docs/new#/8: "@set me=sex:female" (or "@set me=sex:neuter" to be an 'it'). @propset #0=str:/@a/docs/new#/9: @propset #0=str:/@a/docs/news#:5 @propset #0=str:/@a/docs/news#/1: @propset #0=str:/@a/docs/news#/2:news [] @propset #0=str:/@a/docs/news#/3: @propset #0=str:/@a/docs/news#/4:Displays the current news file for the game. Must be typed in full. If a @propset #0=str:/@a/docs/news#/5:topic is given, then it displays the information on that specific topic. @propset #0=str:/@a/docs/number#:1 @propset #0=str:/@a/docs/number#/1:See 'dbref' @propset #0=str:/@a/docs/number#/sup:yes @propset #0=str:/@a/docs/objects#:6 @propset #0=str:/@a/docs/objects#/1:You can specify objects (things, players, exits, and rooms) by name if @propset #0=str:/@a/docs/objects#/2:they're in your inventory or in the same room as you. You need only type @propset #0=str:/@a/docs/objects#/3:enough letters of the name to be unambiguous. You can also specify objects @propset #0=str:/@a/docs/objects#/4:anywhere by their ID numbers, in the form #. Players in other rooms @propset #0=str:/@a/docs/objects#/5:may be specified in the form *. The keywords 'me' can be used @propset #0=str:/@a/docs/objects#/6:for yourself, and 'here' for the room you're in. See also TYPES. @propset #0=str:/@a/docs/objref#:1 @propset #0=str:/@a/docs/objref#/1:See 'dbref' @propset #0=str:/@a/docs/objref#/sup:yes @propset #0=str:/@a/docs/outputprefix#:4 @propset #0=str:/@a/docs/outputprefix#/1: @propset #0=str:/@a/docs/outputprefix#/2: @propset #0=str:/@a/docs/outputprefix#/3:Must be in all capitals, and typed in full. Prints the given line before @propset #0=str:/@a/docs/outputprefix#/4:the output of every command, setting them apart from other messages. @propset #0=str:/@a/docs/outputsuffix#:5 @propset #0=str:/@a/docs/outputsuffix#/1: @propset #0=str:/@a/docs/outputsuffix#/2: @propset #0=str:/@a/docs/outputsuffix#/3:Must be in all capitals, and typed in full. Prints the given line after the @propset #0=str:/@a/docs/outputsuffix#/4:output of every command, setting them apart from other messages. Only @propset #0=str:/@a/docs/outputsuffix#/5:robots may use this command. See also OUTPUTPREFIX and ROBOT. @propset #0=str:/@a/docs/page#:12 @propset #0=str:/@a/docs/page#/1: @propset #0=str:/@a/docs/page#/10:disturbed.' (Note: Most systems use a 'program' with a global 'page' @propset #0=str:/@a/docs/page#/11:action, which takes the place of the built-in 'page' command, and has more @propset #0=str:/@a/docs/page#/12:features.) @propset #0=str:/@a/docs/page#/2:page [=] @propset #0=str:/@a/docs/page#/3: @propset #0=str:/@a/docs/page#/4:This tells a player that you are looking for them. They will get a message @propset #0=str:/@a/docs/page#/5:in the form of 'You sense is looking for you in .' A @propset #0=str:/@a/docs/page#/6: is optional, and is delivered in the form of ' pages: @propset #0=str:/@a/docs/page#/7:.' Your location is not revealed in message pages. If a player is @propset #0=str:/@a/docs/page#/8:set HAVEN, you cannot page them, and they will not be notified that you @propset #0=str:/@a/docs/page#/9:tried. You will instead be told, 'That player does not wish to be @propset #0=str:/@a/docs/pronouns#:16 @propset #0=str:/@a/docs/pronouns#/1:@osuccess, @ofail, and @odrop messages may contain %-substitutions, @propset #0=str:/@a/docs/pronouns#/10: %n (player's name) = Name. @propset #0=str:/@a/docs/pronouns#/11: @propset #0=str:/@a/docs/pronouns#/12:Capitalized pronouns are also available with %A, %S, %O, %P, and %R. If you @propset #0=str:/@a/docs/pronouns#/13:need a '%', use %%. @propset #0=str:/@a/docs/pronouns#/14: @propset #0=str:/@a/docs/pronouns#/15:Ex. '@ofail teapot=burns %p hand on the hot teapot.' @propset #0=str:/@a/docs/pronouns#/16:See GENDER. @propset #0=str:/@a/docs/pronouns#/2:which evaluate to gender-specific pronouns if the player's sex is @propset #0=str:/@a/docs/pronouns#/3:set. They are: @propset #0=str:/@a/docs/pronouns#/4: @propset #0=str:/@a/docs/pronouns#/5: %a (absolute) = Name's, his, hers, its. @propset #0=str:/@a/docs/pronouns#/6: %s (subjective) = Name, he, she, it. @propset #0=str:/@a/docs/pronouns#/7: %o (objective) = Name, him, her, it. @propset #0=str:/@a/docs/pronouns#/8: %p (possessive) = Name's, his, her, its. @propset #0=str:/@a/docs/pronouns#/9: %r (reflexive) = Name, himself, herself, itself. @propset #0=str:/@a/docs/propdirs example#:136 @propset #0=str:/@a/docs/propdirs example#/1: @propset #0=str:/@a/docs/propdirs example#/10: @set me=second:another property. @propset #0=str:/@a/docs/propdirs example#/100: @set me=first:again, a property. @propset #0=str:/@a/docs/propdirs example#/101: ex me=/ @propset #0=str:/@a/docs/propdirs example#/102: first: (string) again, a property. @propset #0=str:/@a/docs/propdirs example#/103: second: (string) another property. @propset #0=str:/@a/docs/propdirs example#/104: @propset #0=str:/@a/docs/propdirs example#/105: [We have two properties again, and no sub-properties. It should be @propset #0=str:/@a/docs/propdirs example#/106: noted that sub-properties can have sub-sub-properties, and they can contain even subbier properties, and so on and so forth.] @propset #0=str:/@a/docs/propdirs example#/107: @propset #0=str:/@a/docs/propdirs example#/108: @set me=first/one:uno @propset #0=str:/@a/docs/propdirs example#/109: @set me=first/one/example:dos @propset #0=str:/@a/docs/propdirs example#/11: @set me=first/one:A property in a propdir @propset #0=str:/@a/docs/propdirs example#/110: @set me=first/two/example:tres @propset #0=str:/@a/docs/propdirs example#/111: @set me=first/one/example/cat:meow @propset #0=str:/@a/docs/propdirs example#/112: ex me=first/ @propset #0=str:/@a/docs/propdirs example#/113: first/one/: (string) uno @propset #0=str:/@a/docs/propdirs example#/114: first/two/: (no value) @propset #0=str:/@a/docs/propdirs example#/115: ex me=first/one/ @propset #0=str:/@a/docs/propdirs example#/116: first/one/example/: (string) dos @propset #0=str:/@a/docs/propdirs example#/117: ex me=first/one/example/ @propset #0=str:/@a/docs/propdirs example#/118: first/one/example/cat: (string) meow @propset #0=str:/@a/docs/propdirs example#/119: @propset #0=str:/@a/docs/propdirs example#/12: @set me=first/two:Another property in a propdir @propset #0=str:/@a/docs/propdirs example#/120: [There is a special case in examine to let us list ALL the properties and sub-properties of a prop. To use it, we just specify '**' as a propdir. For example, to list all sub-properties and sub-sub-properties, etc., under 'first', you would do the following:] @propset #0=str:/@a/docs/propdirs example#/121: @propset #0=str:/@a/docs/propdirs example#/122: ex me=first/** @propset #0=str:/@a/docs/propdirs example#/123: first/one/: (string) uno @propset #0=str:/@a/docs/propdirs example#/124: first/one/example/: (string) dos @propset #0=str:/@a/docs/propdirs example#/125: first/one/example/cat: (string) meow @propset #0=str:/@a/docs/propdirs example#/126: first/two/: (no value) @propset #0=str:/@a/docs/propdirs example#/127: first/two/example/: (string) tres @propset #0=str:/@a/docs/propdirs example#/128: @propset #0=str:/@a/docs/propdirs example#/129: [Let's delete all the properties on the object, now. To do that, we specify no property name or value when we use @set. Nothing but a colon.] @propset #0=str:/@a/docs/propdirs example#/13: @set me=third/prime:three @propset #0=str:/@a/docs/propdirs example#/130: @propset #0=str:/@a/docs/propdirs example#/131: @set me=: @propset #0=str:/@a/docs/propdirs example#/132: ex me=/ @propset #0=str:/@a/docs/propdirs example#/133: No properties listed. @propset #0=str:/@a/docs/propdirs example#/134: @propset #0=str:/@a/docs/propdirs example#/135: [All gone!] @propset #0=str:/@a/docs/propdirs example#/136: @propset #0=str:/@a/docs/propdirs example#/14: @propset #0=str:/@a/docs/propdirs example#/15: [Okay, now lets see what properties we have. We use the examine command @propset #0=str:/@a/docs/propdirs example#/16: to do that, with a second argument, to tell it what we want to list in @propset #0=str:/@a/docs/propdirs example#/17: the way of properties. In this case, since we want to list the base level @propset #0=str:/@a/docs/propdirs example#/18: properties, we use '/'.] @propset #0=str:/@a/docs/propdirs example#/19: @propset #0=str:/@a/docs/propdirs example#/2:Property and Propdir Usage Examples: @propset #0=str:/@a/docs/propdirs example#/20: ex me=/ @propset #0=str:/@a/docs/propdirs example#/21: first/: (string) a property. @propset #0=str:/@a/docs/propdirs example#/22: second: (string) another property. @propset #0=str:/@a/docs/propdirs example#/23: third/: (no value) @propset #0=str:/@a/docs/propdirs example#/24: @propset #0=str:/@a/docs/propdirs example#/25: [Okay, it has a few properties with the first part of the names of the @propset #0=str:/@a/docs/propdirs example#/26: properties that we set. The /'s at the end of some of the property @propset #0=str:/@a/docs/propdirs example#/27: names means that there are sub-properties that we can list. When we @propset #0=str:/@a/docs/propdirs example#/28: set a property like 'first/one', it's actually creating a sub-property @propset #0=str:/@a/docs/propdirs example#/29: named 'one' beneath a property named 'first'. If 'first' doesn't @propset #0=str:/@a/docs/propdirs example#/3: @propset #0=str:/@a/docs/propdirs example#/30: already exist, then it will create that property. Let's list what @propset #0=str:/@a/docs/propdirs example#/31: sub-properties we created under 'first'.] @propset #0=str:/@a/docs/propdirs example#/32: @propset #0=str:/@a/docs/propdirs example#/33: ex me=first/ @propset #0=str:/@a/docs/propdirs example#/34: first/one: (string) A property in a propdir. @propset #0=str:/@a/docs/propdirs example#/35: first/two: (string) Another property in a propdir. @propset #0=str:/@a/docs/propdirs example#/36: @propset #0=str:/@a/docs/propdirs example#/37: [Here we see the properties that we set as sub-properties under 'first'. We examined for 'first/' to list the sub-properties. The / at the end of the name tells the game that we want it to list the sub-properties of that property, and not that property's value itself. Lets see what value the property 'first' has, itself. To do this we leave off the '/'] @propset #0=str:/@a/docs/propdirs example#/38: @propset #0=str:/@a/docs/propdirs example#/39: ex me=first @propset #0=str:/@a/docs/propdirs example#/4: Lines indented only 2 spaces are what the user is typing. @propset #0=str:/@a/docs/propdirs example#/40: first/: (string) a property. @propset #0=str:/@a/docs/propdirs example#/41: @propset #0=str:/@a/docs/propdirs example#/42: [Okay, lets say that we just want to see the value of the sub-property named 'one', under the property 'first'. We can list it as follows:] @propset #0=str:/@a/docs/propdirs example#/43: @propset #0=str:/@a/docs/propdirs example#/44: ex me=first/one @propset #0=str:/@a/docs/propdirs example#/45: first/one: (string) A property in a propdir. @propset #0=str:/@a/docs/propdirs example#/46: @propset #0=str:/@a/docs/propdirs example#/47: [If the property or sub-property that you specify does not exist, it will complain about it.] @propset #0=str:/@a/docs/propdirs example#/48: @propset #0=str:/@a/docs/propdirs example#/49: ex me=first/three @propset #0=str:/@a/docs/propdirs example#/5: Lines indented 6 spaces are what the MUCK is returning to the user. @propset #0=str:/@a/docs/propdirs example#/50: No property found. @propset #0=str:/@a/docs/propdirs example#/51: @propset #0=str:/@a/docs/propdirs example#/52: [if a property was created to contain a sub-property, but was never given a value itself, it is listed as having no value. It has sub-properties, however.] @propset #0=str:/@a/docs/propdirs example#/53: @propset #0=str:/@a/docs/propdirs example#/54: ex me=third @propset #0=str:/@a/docs/propdirs example#/55: third/: (no value) @propset #0=str:/@a/docs/propdirs example#/56: @propset #0=str:/@a/docs/propdirs example#/57: [Let's list those sub-properties.] @propset #0=str:/@a/docs/propdirs example#/58: @propset #0=str:/@a/docs/propdirs example#/59: ex me=third/ @propset #0=str:/@a/docs/propdirs example#/6: Lines in []'s are comments on what's going on. @propset #0=str:/@a/docs/propdirs example#/60: third/prime: (string) three @propset #0=str:/@a/docs/propdirs example#/61: @propset #0=str:/@a/docs/propdirs example#/62: [Okay, let's delete the sub-property 'prime', from under the property 'third'. To do this, we act like we are setting the variable again,except that we are giving it no value this time.] @propset #0=str:/@a/docs/propdirs example#/63: @propset #0=str:/@a/docs/propdirs example#/64: @set me=third/prime: @propset #0=str:/@a/docs/propdirs example#/65: ex me=third/ @propset #0=str:/@a/docs/propdirs example#/66: No properties listed. @propset #0=str:/@a/docs/propdirs example#/67: @propset #0=str:/@a/docs/propdirs example#/68: [There. It's gone. Now let's list the bottom level properties again.] @propset #0=str:/@a/docs/propdirs example#/69: @propset #0=str:/@a/docs/propdirs example#/7: @propset #0=str:/@a/docs/propdirs example#/70: ex me=/ @propset #0=str:/@a/docs/propdirs example#/71: first/: (string) a property. @propset #0=str:/@a/docs/propdirs example#/72: second: (string) another property. @propset #0=str:/@a/docs/propdirs example#/73: @propset #0=str:/@a/docs/propdirs example#/74: [Whoops! The property 'third' is gone too! This is because properties with no values are automatically deleted when their last sub-property is deleted. Let's delete a subproperty from 'first', now.] @propset #0=str:/@a/docs/propdirs example#/75: @propset #0=str:/@a/docs/propdirs example#/76: @set me=first/one: @propset #0=str:/@a/docs/propdirs example#/77: ex me=/ @propset #0=str:/@a/docs/propdirs example#/78: first/: (string) a property. @propset #0=str:/@a/docs/propdirs example#/79: second: (string) another property. @propset #0=str:/@a/docs/propdirs example#/8: [first, lets set up a bunch of properties] @propset #0=str:/@a/docs/propdirs example#/80: @propset #0=str:/@a/docs/propdirs example#/81: [The property 'first' still exists, with it's string value, and it still @propset #0=str:/@a/docs/propdirs example#/82: has sub-properties. Lets list those.] @propset #0=str:/@a/docs/propdirs example#/83: @propset #0=str:/@a/docs/propdirs example#/84: ex me=first/ @propset #0=str:/@a/docs/propdirs example#/85: first/two: (string) Another property in a propdir. @propset #0=str:/@a/docs/propdirs example#/86: @propset #0=str:/@a/docs/propdirs example#/87: [Here we see that the sub-property 'one' is gone, as we expected. Let's see what happens when you erase a property that has sub-properties.] @propset #0=str:/@a/docs/propdirs example#/88: @propset #0=str:/@a/docs/propdirs example#/89: @set me=first: @propset #0=str:/@a/docs/propdirs example#/9: @set me=first:a property. @propset #0=str:/@a/docs/propdirs example#/90: ex me=/ @propset #0=str:/@a/docs/propdirs example#/91: second: (string) another property. @propset #0=str:/@a/docs/propdirs example#/92: @propset #0=str:/@a/docs/propdirs example#/93: [The property 'first' is gone.] @propset #0=str:/@a/docs/propdirs example#/94: @propset #0=str:/@a/docs/propdirs example#/95: ex me=first/ @propset #0=str:/@a/docs/propdirs example#/96: No properties listed. @propset #0=str:/@a/docs/propdirs example#/97: @propset #0=str:/@a/docs/propdirs example#/98: [And the subproperty it had is gone too! Let's remake the 'first' prop.] @propset #0=str:/@a/docs/propdirs example#/99: @propset #0=str:/@a/docs/propdirs#:58 @propset #0=str:/@a/docs/propdirs#/1:Propdirs are a method of storing and organizing properties to speed @propset #0=str:/@a/docs/propdirs#/10: @propset #0=str:/@a/docs/propdirs#/11:The actual directory entries may ALSO contain data. Propdirs' only @propset #0=str:/@a/docs/propdirs#/12:real 'visible' changes are in the names of properties -- '/' is used as @propset #0=str:/@a/docs/propdirs#/13:the property directory separator, and so will not appear in the names @propset #0=str:/@a/docs/propdirs#/14:of the properties when listed through 'examine' or MUF programs. @propset #0=str:/@a/docs/propdirs#/15:Property protections have also been expanded -- the . and _ may appear @propset #0=str:/@a/docs/propdirs#/16:either at the beginning of the property name or immediately following a @propset #0=str:/@a/docs/propdirs#/17:'/', and that property will have the appropriate protections. For @propset #0=str:/@a/docs/propdirs#/18:example, the property '/mail/.inbox/mesg/#' would have the same @propset #0=str:/@a/docs/propdirs#/19:protections as '.mesg#' would now. @propset #0=str:/@a/docs/propdirs#/2:access and to provide a sort of built-in organization. The basic idea @propset #0=str:/@a/docs/propdirs#/20: @propset #0=str:/@a/docs/propdirs#/21:There are two ways to remove a property list: @propset #0=str:/@a/docs/propdirs#/22: @propset #0=str:/@a/docs/propdirs#/23: * First, and most straight forward, is to remove the property that @propset #0=str:/@a/docs/propdirs#/24: contains it. so, in the previous example, removing the property @propset #0=str:/@a/docs/propdirs#/25: '/mail/.inbox' would (recursively) remove all properties under @propset #0=str:/@a/docs/propdirs#/26: .inbox before removing .inbox itself. @propset #0=str:/@a/docs/propdirs#/27: @propset #0=str:/@a/docs/propdirs#/28: * The second way is to remove all properties within the property list @propset #0=str:/@a/docs/propdirs#/29: yourself. When the last property is removed, the parent property @propset #0=str:/@a/docs/propdirs#/3:is to make something similar to a 'filesystem' for properties. In this @propset #0=str:/@a/docs/propdirs#/30: (the one that contained the property list) is examined to see if @propset #0=str:/@a/docs/propdirs#/31: contains data. If it does, then the property list only is @propset #0=str:/@a/docs/propdirs#/32: removed. If the property doesn't contain data then it is removed @propset #0=str:/@a/docs/propdirs#/33: also. @propset #0=str:/@a/docs/propdirs#/34: @propset #0=str:/@a/docs/propdirs#/35:Because of the first method of removing propdirs, the ability to have a @propset #0=str:/@a/docs/propdirs#/36:property list and value in the same property should be used sparingly. @propset #0=str:/@a/docs/propdirs#/37: @propset #0=str:/@a/docs/propdirs#/38:If you try to access a property ending in '/', in MUF, it will give a @propset #0=str:/@a/docs/propdirs#/39:programmer error, except in NEXTPROP, in which it will give the name of @propset #0=str:/@a/docs/propdirs#/4:analogy, each person would be a filesystem, with a root directory and @propset #0=str:/@a/docs/propdirs#/40:the first property in that propdir. The last visible, non-MUF change that propdirs bring is that 'examine' will no longer show properties _directly_. Instead, where the properties would normally be shown, it will say: @propset #0=str:/@a/docs/propdirs#/41: @propset #0=str:/@a/docs/propdirs#/42: "[ Use 'examine =/' to list root properties. ]" @propset #0=str:/@a/docs/propdirs#/43: @propset #0=str:/@a/docs/propdirs#/44:Examine now can take an argument which is the property or propdir to @propset #0=str:/@a/docs/propdirs#/45:view. If the property name given ends with a '/', all properties in @propset #0=str:/@a/docs/propdirs#/46:property directory will be listed, otherwise the single property named @propset #0=str:/@a/docs/propdirs#/47:will be shown. @propset #0=str:/@a/docs/propdirs#/48: @propset #0=str:/@a/docs/propdirs#/49:Internally, a few things changed. property lists are now stored as AVL @propset #0=str:/@a/docs/propdirs#/5:(theoretically) an infinite number of properties beneath that. @propset #0=str:/@a/docs/propdirs#/50:trees instead of straight lists, so there is a speed increase even if @propset #0=str:/@a/docs/propdirs#/51:propdirs are not directly used. This also means properties are kept in @propset #0=str:/@a/docs/propdirs#/52:sorted order and will be displayed that way. 'addprop' will no longer allow a ":" in the property name. To clear a propdir's value without deleting the proptree below it, from MUF do a '"" 0 addprop' to it. @propset #0=str:/@a/docs/propdirs#/53: @propset #0=str:/@a/docs/propdirs#/54:A property can *not* have both a string and integer stored at the same @propset #0=str:/@a/docs/propdirs#/55:time anymore. The old property.c was lax and allowed this, even though @propset #0=str:/@a/docs/propdirs#/56:the integer value would be lost on dbload. @propset #0=str:/@a/docs/propdirs#/57: @propset #0=str:/@a/docs/propdirs#/58:See also PROPDIRS EXAMPLE. @propset #0=str:/@a/docs/propdirs#/6:A property has been expanded with the idea that each property may now @propset #0=str:/@a/docs/propdirs#/7:contain a new property list -- the 'propdir'. properties can both have @propset #0=str:/@a/docs/propdirs#/8:a value (either integer or string as before) _and_ contain other @propset #0=str:/@a/docs/propdirs#/9:properties. @propset #0=str:/@a/docs/put#:1 @propset #0=str:/@a/docs/put#/1:See 'drop' @propset #0=str:/@a/docs/put#/sup:yes @propset #0=str:/@a/docs/quell#:4 @propset #0=str:/@a/docs/quell#/1:A wizard set QUELL is effectively a normal player with no wizardly powers. @propset #0=str:/@a/docs/quell#/2:Programs that test to see if a player is wizard will get a false response @propset #0=str:/@a/docs/quell#/3:from '"wizard" flag?' when the player is QUELLed. Wiz-bitted programs will @propset #0=str:/@a/docs/quell#/4:still act wizbitted whether or not the owner is QUELLED. @propset #0=str:/@a/docs/quit#:4 @propset #0=str:/@a/docs/quit#/1:QUIT. Must be in all capitals, and typed in full. Logs out of your @propset #0=str:/@a/docs/quit#/2:character and leaves the game. Your character remains at the location you @propset #0=str:/@a/docs/quit#/3:are in when you log out, although it might be moved elsewhere while you are @propset #0=str:/@a/docs/quit#/4:'asleep.' @propset #0=str:/@a/docs/read#:1 @propset #0=str:/@a/docs/read#/1:See 'look' @propset #0=str:/@a/docs/read#/sup:yes @propset #0=str:/@a/docs/rob#:5 @propset #0=str:/@a/docs/rob#/1: @propset #0=str:/@a/docs/rob#/2:rob @propset #0=str:/@a/docs/rob#/3: @propset #0=str:/@a/docs/rob#/4:Attempts to steal one penny from . The only thing you can steal are @propset #0=str:/@a/docs/rob#/5:pennies. See ROBBERY. @propset #0=str:/@a/docs/robbery#:4 @propset #0=str:/@a/docs/robbery#/1:When you rob someone, you succeed or fail to use them (See SUCCESS and @propset #0=str:/@a/docs/robbery#/2:FAILURE). You can protect yourself from being robbed by entering "@lock @propset #0=str:/@a/docs/robbery#/3:me=me" (See ME and @LOCK). If you lock yourself to yourself, you can rob @propset #0=str:/@a/docs/robbery#/4:yourself and set off your @success and @osuccess messages. See ROB. @propset #0=str:/@a/docs/say#:4 @propset #0=str:/@a/docs/say#/1:say . Says out loud. You can also use '"'. @propset #0=str:/@a/docs/say#/2:Another command is ':'. This is used for actions, ex. if your name @propset #0=str:/@a/docs/say#/3:was Igor, and you typed ':falls down.', everyone would see "Igor falls @propset #0=str:/@a/docs/say#/4:down." See also WHISPER. @propset #0=str:/@a/docs/score#:4 @propset #0=str:/@a/docs/score#/1: @propset #0=str:/@a/docs/score#/2:score @propset #0=str:/@a/docs/score#/3: @propset #0=str:/@a/docs/score#/4:Displays how many pennies you are carrying. @propset #0=str:/@a/docs/sex#:3 @propset #0=str:/@a/docs/sex#/1:@set me=sex:unassigned|male|female|neuter. Default unassigned. If a @propset #0=str:/@a/docs/sex#/2:player's sex is set, %-substitutions will use the appropriate pronoun for @propset #0=str:/@a/docs/sex#/3:that player. Only meaningful for players. See SUBSTITUTIONS. @propset #0=str:/@a/docs/silent#:3 @propset #0=str:/@a/docs/silent#/1:A player can set themselves "SILENT" and not see all the dbrefs and dark @propset #0=str:/@a/docs/silent#/2:objects that they own. They won't see objects in a dark room either. They @propset #0=str:/@a/docs/silent#/3:still control the objects though. Silent is the same flag as STICKY. @propset #0=str:/@a/docs/sticky#:8 @propset #0=str:/@a/docs/sticky#/1:If a thing is STICKY, it goes home when dropped (See HOMES). If a room is @propset #0=str:/@a/docs/sticky#/2:STICKY, its drop-to is delayed until the last person leaves (See DROP-TO). @propset #0=str:/@a/docs/sticky#/3:If a player is STICKY (SILENT), they don't see the dbrefs on things they @propset #0=str:/@a/docs/sticky#/4:own, and they do not see dark objects. If an exit is linked to a Thing, and @propset #0=str:/@a/docs/sticky#/5:it is located on another Thing, then if the exit is not STICKY, the Thing @propset #0=str:/@a/docs/sticky#/6:the exit is located on will go home when the exit is triggered. If a @propset #0=str:/@a/docs/sticky#/7:program is STICKY (SETUID) it runs with the permissions of the owner of the @propset #0=str:/@a/docs/sticky#/8:program, not the perms of the user. @propset #0=str:/@a/docs/strings#:13 @propset #0=str:/@a/docs/strings#/1:Objects have several standard strings: @propset #0=str:/@a/docs/strings#/10: 7) a drop message (seen by the player). (stored in _/dr property) @propset #0=str:/@a/docs/strings#/11: 8) an odrop message (seen by others). (stored in _/ofl property) @propset #0=str:/@a/docs/strings#/12: @propset #0=str:/@a/docs/strings#/13:(see properties) @propset #0=str:/@a/docs/strings#/2: @propset #0=str:/@a/docs/strings#/3: 1) a name. @propset #0=str:/@a/docs/strings#/4: 2) a description. (stored in _/de property) @propset #0=str:/@a/docs/strings#/5: 2) an inside description (for vehicles). (stored in _/ide property) @propset #0=str:/@a/docs/strings#/6: 3) a success message (seen by the player). (stored in _/sc property) @propset #0=str:/@a/docs/strings#/7: 4) a fail message (seen by the player). (stored in _/fl property) @propset #0=str:/@a/docs/strings#/8: 5) an osuccess message (seen by others). (stored in _/osc property) @propset #0=str:/@a/docs/strings#/9: 6) an ofail message (seen by others). (stored in _/ofl property) @propset #0=str:/@a/docs/success#:4 @propset #0=str:/@a/docs/success#/1:You successfully use an object when you take it. You use an exit @propset #0=str:/@a/docs/success#/2:successfully when you go through it. You use a person successfully when you @propset #0=str:/@a/docs/success#/3:successfully rob them. You successfully use a room when you look around. @propset #0=str:/@a/docs/success#/4:See STRINGS, @SUCCESS and @OSUCCESS. @propset #0=str:/@a/docs/take#:1 @propset #0=str:/@a/docs/take#/1:See 'get' @propset #0=str:/@a/docs/take#/sup:yes @propset #0=str:/@a/docs/throw#:1 @propset #0=str:/@a/docs/throw#/1:See 'drop' @propset #0=str:/@a/docs/throw#/sup:yes @propset #0=str:/@a/docs/timestamps#:7 @propset #0=str:/@a/docs/timestamps#/1:Every object has a timestamp, which includes the time last used, the time @propset #0=str:/@a/docs/timestamps#/2:last modified, the time the object was created, and the number of times @propset #0=str:/@a/docs/timestamps#/3:that that object has been used by a player. They are shown by using @propset #0=str:/@a/docs/timestamps#/4:EXAMINE. 'Usage' is defined as follows: Players-when they are connected, @propset #0=str:/@a/docs/timestamps#/5:Rooms-when entered or 'look'd at, Exits-when invoked (by a 'go' command) or @propset #0=str:/@a/docs/timestamps#/6:'look'd at, Things-when 'look'd at or 'take'n/'drop'd, Programs-when run by @propset #0=str:/@a/docs/timestamps#/7:a player. Examining an object does not count as looking at them. @propset #0=str:/@a/docs/types#:7 @propset #0=str:/@a/docs/types#/1:There are 5 types of objects: things, players, exits, rooms, and programs. @propset #0=str:/@a/docs/types#/2:The first letter following an object's ID number indicates the type: @propset #0=str:/@a/docs/types#/3:P(layer), E(xit), R(oom), otherwise, thing. Things are inanimate objects @propset #0=str:/@a/docs/types#/4:that can be carried. Players are animate objects that can move and carry. @propset #0=str:/@a/docs/types#/5:Exits are the means by which objects move. Rooms are locations that contain @propset #0=str:/@a/docs/types#/6:objects and linked exits. Programs are player-written extensions to the @propset #0=str:/@a/docs/types#/7:game. @propset #0=str:/@a/docs/vehicle#:17 @propset #0=str:/@a/docs/vehicle#/1: @propset #0=str:/@a/docs/vehicle#/10:vehicles to get around locks. Inside the vehicle, you will see it's @idesc, @propset #0=str:/@a/docs/vehicle#/11:instead of it's @desc, and you will not be shown it's @succ or @fail. @propset #0=str:/@a/docs/vehicle#/12:Objects dropped in a vehicle will not go away to the their homes, as a @propset #0=str:/@a/docs/vehicle#/13:vehicle cannot have a dropto set in it. @propset #0=str:/@a/docs/vehicle#/14: @propset #0=str:/@a/docs/vehicle#/15:Things with the VEHICLE flag set cannot enter rooms or use exits that have @propset #0=str:/@a/docs/vehicle#/16:the VEHICLE flag set. This allows a way to prevent vehicles from entering @propset #0=str:/@a/docs/vehicle#/17:areas where it would be illogical for them to be. @propset #0=str:/@a/docs/vehicle#/2:@set =vehicle @propset #0=str:/@a/docs/vehicle#/3: @propset #0=str:/@a/docs/vehicle#/4:Objects of TYPE_THING, that have the VEHICLE flag set, can contain players. @propset #0=str:/@a/docs/vehicle#/5:To enter a vehicle, you can either use a MUF program to teleport you to it @propset #0=str:/@a/docs/vehicle#/6:via MOVETO, you can get a wizard to @teleport you into it, or else you an @propset #0=str:/@a/docs/vehicle#/7:use an action that is both attached and linked to the vehicle to enter it. @propset #0=str:/@a/docs/vehicle#/8:This means that you can only enter a vehicle from the same room that it is @propset #0=str:/@a/docs/vehicle#/9:in, and you cannot use far links to enter it. This prevents the use of @propset #0=str:/@a/docs/whisper#:5 @propset #0=str:/@a/docs/whisper#/1:whisper =. Whispers the message to the named person, if @propset #0=str:/@a/docs/whisper#/2:they are in the same room as you. No one else can see the message. Wizards @propset #0=str:/@a/docs/whisper#/3:can whisper *= to whisper to players in other rooms. @propset #0=str:/@a/docs/whisper#/4:(note: most systems use a program in place of the built in whisper command. @propset #0=str:/@a/docs/whisper#/5:These programs generally provide many more useful features.) @propset #0=str:/@a/docs/who#:7 @propset #0=str:/@a/docs/who#/1: @propset #0=str:/@a/docs/who#/2:'WHO []' @propset #0=str:/@a/docs/who#/3: @propset #0=str:/@a/docs/who#/4:Must be in all capitals, and typed in full. Lists the name of every player @propset #0=str:/@a/docs/who#/5:currently logged in, and how long they have been inactive. If given a @propset #0=str:/@a/docs/who#/6:player name, it displays only the matching names and idle times. Wizards @propset #0=str:/@a/docs/who#/7:also get a display of the host the player is connected from. @propset #0=str:/@a/docs/wizard#:5 @propset #0=str:/@a/docs/wizard#/1:If a person is WIZARD, they are a wizard, unkillable, subject to fewer @propset #0=str:/@a/docs/wizard#/2:restrictions, and able to use wizard commands. It is only meaningful for @propset #0=str:/@a/docs/wizard#/3:players and programs. In general, WIZARDs can do anything using # @propset #0=str:/@a/docs/wizard#/4:or *. Only player #1 can set and unset the WIZARD flag of other @propset #0=str:/@a/docs/wizard#/5:players if GOD_PRIV is used. @propset #0=str:/@a/docs/zombie#:14 @propset #0=str:/@a/docs/zombie#/1:@force and the FORCE muf primitive can be used on objects of type THING, if @propset #0=str:/@a/docs/zombie#/10:If you try to run a program that you control, that has its ZOMBIE flag set, @propset #0=str:/@a/docs/zombie#/11:it will drop you into the MUF debugger. This lets you step line by line, or @propset #0=str:/@a/docs/zombie#/12:instruction by instruction through a muf program, setting breakpoints to @propset #0=str:/@a/docs/zombie#/13:stop at, and other nice things. There is help available within the @propset #0=str:/@a/docs/zombie#/14:debugger, via the 'help' command. @propset #0=str:/@a/docs/zombie#/2:they have the ZOMBIE flag set. Objects act as if they have the permissions @propset #0=str:/@a/docs/zombie#/3:of their owner. If an object is locked against a player, it will also be @propset #0=str:/@a/docs/zombie#/4:locked against anything that that player owns, that tries to test the lock. @propset #0=str:/@a/docs/zombie#/5: @propset #0=str:/@a/docs/zombie#/6:Things with the ZOMBIE flag set cannot enter rooms or use exits that have @propset #0=str:/@a/docs/zombie#/7:the ZOMBIE flag set. This allows a way to prevent zombies from entering @propset #0=str:/@a/docs/zombie#/8:areas where they are not wanted. @propset #0=str:/@a/docs/zombie#/9: @propset #0=str:/@a/docs/xrefs/%a:pronouns @propset #0=str:/@a/docs/xrefs/%o:pronouns @propset #0=str:/@a/docs/xrefs/%p:pronouns @propset #0=str:/@a/docs/xrefs/%r:pronouns @propset #0=str:/@a/docs/xrefs/%s:pronouns @propset #0=str:/@a/docs/xrefs/=$at$=desc:=$at$=describe @propset #0=str:/@a/docs/xrefs/=$at$=idesc:=$at$=idescribe @propset #0=str:/@a/docs/xrefs/=$at$=osucc:=$at$=osuccess @propset #0=str:/@a/docs/xrefs/=$at$=succ:=$at$=success @propset #0=str:/@a/docs/xrefs/substitution:pronouns @propset #0=str:/@a/docs/xrefs/substitutions:pronouns @propset #0=str:/@a/docs/xrefs/wiz-commands:=$at$=wall whisper me=ASCR-MUCKHELP UPLOAD COMPLETE.