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Changeset 1281

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Timestamp:
09/23/08 13:14:56 (2 months ago)
Author:
shawnw
Message:

#7529: More help tweaks

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  • 1.8.3/trunk/game/txt/hlp/penntop.hlp

    r1280 r1281  
    7777  in the directory: 
    7878     /pub/PennMUSH/Manuals 
     79  or by HTTP from: 
     80  http://download.pennmush.org/Manuals/ 
    7981 
    8082& topics 
     
    607609 
    608610  For example: 
    609     @emit %N is the enactor and %! is the executor! 
    610     > Cyclonus is the enactor and #6 is the executor! 
     611    @emit %N (%#) is the enactor and %! is the executor! 
     612    > Cyclonus (#6) is the enactor and #6 is the executor! 
    611613    @create Box 
    612614    > Created: Object #10 
    613     &DO_EMIT box=$emit:@emit %N is the enactor and %! is the executor! 
     615    &DO_EMIT box=$emit:@emit %N (%#) is the enactor and %! is the executor! 
    614616    emit 
    615     > Cyclonus is the enactor and #10 is the executor! 
     617    > Cyclonus (#6) is the enactor and #10 is the executor! 
    616618 
    617619  In the first case, Cyclonus directly entered the command and was 
     
    727729  You can set the drop-to in a room to home by doing: 
    728730        @link <room dbref or "here">=home 
     731         
     732  The home of an exit is its source (the room it's located in). You 
     733  can change the home/source of an exit by @teleporting it to another 
     734  room. 
     735 
     736  The home of a room is its drop-to. 
    729737 
    730738See also: DROP-TOS, @link, STICKY, LINK_OK, FIXED, EXITS 
     
    764772See also: enter, leave, @prefix, @filter, AUDIBLE, @listen 
    765773& LAST & LASTLOGOUT 
     774& LAST 
     775& LASTLOGOUT 
    766776  LAST and LASTLOGOUT 
    767777 
     
    893903  4) set your gender:                   @sex me=<male|female|neuter|plural> 
    894904 
    895 See also: help newbie, help @lock, help @describe, help @sex 
     905See also: NEWBIE, @lock, @describe, @sex, MATCHING 
    896906& MONEY 
    897907  The MUSH has a built-in money system, which gives a starting amount 
     
    964974  be 'owned' independent of object ownership. 
    965975   
    966 See also: ATTRIBUTES, ATTRIB-OWNERSHIP, Attribute Functions, ATTRIBUTE TREES 
     976See also: ATTRIBUTES, ATTRIB-OWNERSHIP, Attribute Functions, ATTRIBUTE TREES, 
     977  ATTRIBUTE FLAGS 
    967978& PARENT 
    968979& PARENTS 
     
    11381149  #18 :waves hello 
    11391150  Punch> Punch waves hello 
     1151   
     1152  To have an object relay things it hears to players other than it's 
     1153  owner, use @forwardlist. 
    11401154 
    11411155See also: PUPPET, @force, DBREF 
     
    13911405  one and only one of an arbitrary character. 
    13921406  
    1393   The regexp pattern '.+' is equivalent to the wildcard '*'; it matches 
    1394   one or more arbitrary characters. To match zero or more arbitrary 
    1395   characters, the regexp pattern is '.*'. 
     1407  The regexp pattern '.*' is equivalent to the wildcard '*'; it matches 
     1408  zero or more arbitrary characters. To match one or more arbitrary 
     1409  characters, the regexp pattern is '.+'. 
    13961410  
    13971411  To match a string of numbers, use:       [0-9]+    or \d+ 
     
    16001614See also: REGISTERS 
    16011615& STRINGS 
    1602   A string is simply a bunch of characters. A word is a string that begins 
    1603   and ends with the space character. A sentence is a string made up of  
    1604   smaller substrings that are words. Please note that a "word" or "sentence" 
     1616  A string is simply a bunch of characters. A word is a string that begins 
     1617  and ends with the space character. A sentence is a string made up of  
     1618  smaller substrings that are words. Please note that a "word" or "sentence" 
    16051619  in this technical sense does not have to make sense in English (or in any 
    16061620  other language, for that matter). As far as mush functions and commands 
     
    16911705  just successfully passed. 
    16921706 
    1693   Many other actions can also be locked -- see @lock and locktypes for  
     1707  Many other actions can also be locked - see @lock and locktypes for  
    16941708  more information. Many of these actions have standard attributes that 
    16951709  you can set messages in for when someone succeeds. 
     
    17031717  For example, most people are familiar with the command 
    17041718 
    1705     @lock me=me 
     1719    @lock me==me 
    17061720 
    17071721  The "enter" switch to @lock allows you to lock who can enter: 
    17081722 
    1709     @lock/enter me=me 
     1723    @lock/enter me==me 
    17101724 
    17111725  A command may have multiple switches: 
     
    17191733   
    17201734  Everything on a MUSH is an object in the MUSH database. There are four 
    1721   types of objects: players, rooms, exits, things. The first three are 
    1722   separated from each other by being set with a special FLAG: Player, 
    1723   Room, Exit. Any object that doesn't have one of these flags is a thing. 
     1735  types of objects: players, rooms, exits, things. You can see the type 
     1736  of an object when you 'examine' it, or with the 'type()' function. 
    17241737 
    17251738  Unique Characteristics 
     
    17271740    Can own other objects and can be connected to. Can receive @mail. 
    17281741    Can move around, speak/pose/emit, enter MUSH commands, enter global 
    1729     commands. You can have $-commands and ^-patterns on a player
     1742    $-commands. You can have $-commands on a player, but not ^-patterns
    17301743    Players can be carried, can carry other objects, and can follow. 
    17311744  ROOMS 
    17321745    Fixed container objects, linked together by exits. Cannot move. 
    1733     Rooms can @emit and enter MUSH commands, but they cannot execute 
    1734     global commands. You can have $-commands and ^-patterns on a room. 
     1746    Rooms can enter MUSH commands and execute global $-commands. 
     1747    You can have $-commands and ^-patterns on a room. 
    17351748     
    17361749(continued in help TYPES2) 
     
    17381751  EXITS 
    17391752    Objects that link rooms and things together. Cannot move, but can 
    1740     be @teleport-ed to a new location. Exits can @emit and enter MUSH 
    1741     commands, but they cannot execute global commands. You can NOT  
    1742     have $-commands and ^-patterns on exits. Exits can lead TO things, 
    1743     but they can only lead FROM rooms.  
     1753    be @teleport-ed to a new location. Exits can enter MUSH commands  
     1754    and execute global $-commands. You can NOT have $-commands or 
     1755    ^-patterns on exits. Exits can lead TO things (if the link_to_object 
     1756    @config option is true), but they can only lead FROM rooms.  
    17441757  THINGS 
    17451758    Can move around, speak/pose/emit, enter MUSH commands, enter global 
    1746     commands. Can send @mail as themselves. You can have $-commands and  
     1759    $-commands. Can send @mail as themselves. You can have $-commands and  
    17471760    ^-patterns on things. Things can carry, be carried, and can follow. 
    17481761 
     
    17661779  did not exist. 
    17671780 
    1768   It is recommended that <command name> not begin with "@", as the 
    1769   command parser treats @ specially and may cause your command to fail 
    1770   if the name might also match an attribute name. Conventionally, 
    1771   global commands are often named with the "+" prefix. 
     1781  It is recommended that <command name> not begin with "@", as many 
     1782  built-in commands start with "@". Conventionally, global commands 
     1783  are often named with the "+" prefix, and local $-commands often 
     1784  have a "+" or "." prefix. 
    17721785   
    17731786(continued in help user-defined2) 
     
    18021815  Overb (what others in the area see) and Averb (the action to be  
    18031816  taken when the event happens). Example: @Drop, @Odrop and @Adrop 
     1817   
     1818  You can create your own verbs with the @verb command. See help @verb. 
    18041819& WARNINGS 
    18051820 
     
    18131828     
    18141829& WARNINGS LIST 
    1815   The building warning system, if enabled, supports the following 
    1816   types of warnings: 
     1830  The building warning system, supports the following types of warnings: 
    18171831 
    18181832  exit-unlinked         Warn on unlinked exits 
     
    18421856& WILDCARDS 
    18431857  PennMUSH has two standard wildcards in user-defined commands: 
    1844   an asterisk (*) matches any string, and a question mark (?) matches 
    1845   a single character.  For example, let's say that you want a command 
    1846   called "supercalifragalisticexpealidocious" (don't ask me why), but you 
    1847   don't want to force people to type the whole thing to trigger the command. 
    1848   You could use a wildcard in the command trigger to match substrings of it: 
     1858  an asterisk (*) matches any string, including an empty string, and a 
     1859  question mark (?) matches a single character.  For example, let's say that 
     1860  you want a command called "supercalifragalisticexpealidocious" (don't ask 
     1861  me why), but you don't want to force people to type the whole thing to 
     1862  trigger the command. You could use a wildcard in the command trigger to 
     1863  match substrings of it: 
    18491864 
    18501865  &TOO_LONG_CMD object=$supercali*:@emit whee 
     
    18621877  A backslash (\) can be used to escape * and ? if you want to match  
    18631878  a literal asterisk or question mark. 
     1879   
     1880  The ** wildcard is also available for matching attribute names. See HELP 
     1881  ATTRIBUTE TREES2 for more information. 
     1882   
    18641883See also: USER-DEFINED COMMANDS, REGEXP 
    18651884& ZONE MASTER ROOMS 
     
    18681887  Zone master rooms are a subset of zones. If a room is used as a zone 
    18691888  master, it is a zone master room (ZMR). ZMRs are like local "master" 
    1870   rooms. Exits in the ZMR are global to that zone, and $commands on 
    1871   objects in the ZMR are global to that zone ($commands on the ZMR itself, 
    1872   like $commands on the master room, are ignored). If a ZMR is a player's 
     1889  rooms. Exits in the ZMR are global to that zone, and $-commands on 
     1890  objects in the ZMR are global to that zone ($-commands on the ZMR itself, 
     1891  like $-commands on the master room, are ignored). If a ZMR is a player's 
    18731892  personal zone, objects in the ZMR are checked for commands that the  
    18741893  player can use anywhere (but exits are not checked unless the player 
    18751894  is in a zoned room). 
    18761895 
    1877   Zone master rooms are only defined if globals are used.  Zone master 
    1878   rooms are best used for very large zones which have a lot of global 
    1879   exits, or for zones with restricted commands that can go on a separate 
    1880   use-locked object from general ones. 
     1896  Zone master rooms are best used for very large zones which have a lot 
     1897  of global exits, or for zones with restricted commands that can go on 
     1898  a separate use-locked object from general ones. 
    18811899 
    18821900See also: ZONES, MASTER ROOM, EVALUATION 
     
    19171935       that domain as long as the object in question is owned by the shared 
    19181936       player. 
     1937        
     1938  See also: SHARED, @lock 
    19191939& ZONES   
    19201940& ZONE OBJECTS 
    19211941& ZONE MASTER OBJECTS 
    19221942& ZMO 
     1943& ZMT 
    19231944  Zones are areas of the MUSH that can have the same user-defined commands 
    19241945  without having to @parent every object in the zone or make the commands 
     
    19371958  See "help ZONES2" for more. 
    19381959& ZONES2 
    1939   $commands on a ZMO are treated as global within that zone. 
    1940   The game attempts to match $commands for the ZMO of the player's 
    1941   location, as well as $commands for the player's own zone. 
     1960  $-commands on a ZMO are treated as global within that zone. 
     1961  The game attempts to match $-commands for the ZMO of the player's 
     1962  location, as well as $-commands for the player's own zone. 
    19421963 
    19431964  If you want restricted global commands defined over only a small area, 
    19441965  you can define that area to be part of a zone, and place the desired 
    1945   $commands upon the ZMO. If you want players to be able to use special 
    1946   commands for a culture they belong to, the $commands should go on the 
     1966  $-commands upon the ZMO. If you want players to be able to use special 
     1967  commands for a culture they belong to, the $-commands should go on the 
    19471968  ZMO, and the players @chzoned to it so they can use the commands 
    19481969  anywhere. 
    19491970 
    19501971See also: @chzone, SHARED PLAYERS 
    1951 & matching 
     1972& MATCHING 
    19521973  Matching is the process the MUSH uses to determine which object you 
    19531974  mean when you try to do something with an object. Different commands 
    19541975  do matching in different ways, but most will allow you to specify 
    19551976  an object as: 
    1956     * its dbref (#7) 
     1977    * its dbref (#7) or objid (#7:123456789) 
    19571978    * its full name (Box of chocolates) 
    19581979    * part of any word in its name, if nothing else shares that part (Box) 
    1959     * me (yourself) 
    1960     * here (the room you're in) 
     1980    * the string "me" (yourself) 
     1981    * the string "here" (the room you're in) 
    19611982  Usually, you can also qualify an object with an adjective to help 
    19621983  the MUSH determine which object you mean.  Adjectives include: