Changeset 1281
- Timestamp:
- 09/23/08 13:14:56 (2 months ago)
- Files:
-
- 1.8.3/trunk/game/txt/hlp/penntop.hlp (modified) (22 diffs)
Legend:
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1.8.3/trunk/game/txt/hlp/penntop.hlp
r1280 r1281 77 77 in the directory: 78 78 /pub/PennMUSH/Manuals 79 or by HTTP from: 80 http://download.pennmush.org/Manuals/ 79 81 80 82 & topics … … 607 609 608 610 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! 611 613 @create Box 612 614 > 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! 614 616 emit 615 > Cyclonus is the enactor and #10 is the executor!617 > Cyclonus (#6) is the enactor and #10 is the executor! 616 618 617 619 In the first case, Cyclonus directly entered the command and was … … 727 729 You can set the drop-to in a room to home by doing: 728 730 @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. 729 737 730 738 See also: DROP-TOS, @link, STICKY, LINK_OK, FIXED, EXITS … … 764 772 See also: enter, leave, @prefix, @filter, AUDIBLE, @listen 765 773 & LAST & LASTLOGOUT 774 & LAST 775 & LASTLOGOUT 766 776 LAST and LASTLOGOUT 767 777 … … 893 903 4) set your gender: @sex me=<male|female|neuter|plural> 894 904 895 See also: help newbie, help @lock, help @describe, help @sex905 See also: NEWBIE, @lock, @describe, @sex, MATCHING 896 906 & MONEY 897 907 The MUSH has a built-in money system, which gives a starting amount … … 964 974 be 'owned' independent of object ownership. 965 975 966 See also: ATTRIBUTES, ATTRIB-OWNERSHIP, Attribute Functions, ATTRIBUTE TREES 976 See also: ATTRIBUTES, ATTRIB-OWNERSHIP, Attribute Functions, ATTRIBUTE TREES, 977 ATTRIBUTE FLAGS 967 978 & PARENT 968 979 & PARENTS … … 1138 1149 #18 :waves hello 1139 1150 Punch> Punch waves hello 1151 1152 To have an object relay things it hears to players other than it's 1153 owner, use @forwardlist. 1140 1154 1141 1155 See also: PUPPET, @force, DBREF … … 1391 1405 one and only one of an arbitrary character. 1392 1406 1393 The regexp pattern '. +' is equivalent to the wildcard '*'; it matches1394 one or more arbitrary characters. To match zeroor more arbitrary1395 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 '.+'. 1396 1410 1397 1411 To match a string of numbers, use: [0-9]+ or \d+ … … 1600 1614 See also: REGISTERS 1601 1615 & STRINGS 1602 A string is simply a bunch of characters. A word is a string that begins1603 and ends with the space character. A sentence is a string made up of1604 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" 1605 1619 in this technical sense does not have to make sense in English (or in any 1606 1620 other language, for that matter). As far as mush functions and commands … … 1691 1705 just successfully passed. 1692 1706 1693 Many other actions can also be locked - -see @lock and locktypes for1707 Many other actions can also be locked - see @lock and locktypes for 1694 1708 more information. Many of these actions have standard attributes that 1695 1709 you can set messages in for when someone succeeds. … … 1703 1717 For example, most people are familiar with the command 1704 1718 1705 @lock me= me1719 @lock me==me 1706 1720 1707 1721 The "enter" switch to @lock allows you to lock who can enter: 1708 1722 1709 @lock/enter me= me1723 @lock/enter me==me 1710 1724 1711 1725 A command may have multiple switches: … … 1719 1733 1720 1734 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. 1724 1737 1725 1738 Unique Characteristics … … 1727 1740 Can own other objects and can be connected to. Can receive @mail. 1728 1741 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. 1730 1743 Players can be carried, can carry other objects, and can follow. 1731 1744 ROOMS 1732 1745 Fixed container objects, linked together by exits. Cannot move. 1733 Rooms can @emit and enter MUSH commands, but they cannot execute1734 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. 1735 1748 1736 1749 (continued in help TYPES2) … … 1738 1751 EXITS 1739 1752 Objects that link rooms and things together. Cannot move, but can 1740 be @teleport-ed to a new location. Exits can @emit and enter MUSH1741 commands, but they cannot execute global commands. You can NOT1742 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. 1744 1757 THINGS 1745 1758 Can move around, speak/pose/emit, enter MUSH commands, enter global 1746 commands. Can send @mail as themselves. You can have $-commands and1759 $-commands. Can send @mail as themselves. You can have $-commands and 1747 1760 ^-patterns on things. Things can carry, be carried, and can follow. 1748 1761 … … 1766 1779 did not exist. 1767 1780 1768 It is recommended that <command name> not begin with "@", as the1769 command parser treats @ specially and may cause your command to fail1770 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 $-commands often 1784 have a "+" or "." prefix. 1772 1785 1773 1786 (continued in help user-defined2) … … 1802 1815 Overb (what others in the area see) and Averb (the action to be 1803 1816 taken when the event happens). Example: @Drop, @Odrop and @Adrop 1817 1818 You can create your own verbs with the @verb command. See help @verb. 1804 1819 & WARNINGS 1805 1820 … … 1813 1828 1814 1829 & WARNINGS LIST 1815 The building warning system, if enabled, supports the following 1816 types of warnings: 1830 The building warning system, supports the following types of warnings: 1817 1831 1818 1832 exit-unlinked Warn on unlinked exits … … 1842 1856 & WILDCARDS 1843 1857 PennMUSH has two standard wildcards in user-defined commands: 1844 an asterisk (*) matches any string, and a question mark (?) matches 1845 a single character. For example, let's say that you want a command 1846 called "supercalifragalisticexpealidocious" (don't ask me why), but you 1847 don't want to force people to type the whole thing to trigger the command. 1848 You could use a wildcard in the command trigger to match substrings of it: 1858 an asterisk (*) matches any string, including an empty string, and a 1859 question mark (?) matches a single character. For example, let's say that 1860 you want a command called "supercalifragalisticexpealidocious" (don't ask 1861 me why), but you don't want to force people to type the whole thing to 1862 trigger the command. You could use a wildcard in the command trigger to 1863 match substrings of it: 1849 1864 1850 1865 &TOO_LONG_CMD object=$supercali*:@emit whee … … 1862 1877 A backslash (\) can be used to escape * and ? if you want to match 1863 1878 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 1864 1883 See also: USER-DEFINED COMMANDS, REGEXP 1865 1884 & ZONE MASTER ROOMS … … 1868 1887 Zone master rooms are a subset of zones. If a room is used as a zone 1869 1888 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 on1871 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's1889 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 1873 1892 personal zone, objects in the ZMR are checked for commands that the 1874 1893 player can use anywhere (but exits are not checked unless the player 1875 1894 is in a zoned room). 1876 1895 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. 1881 1899 1882 1900 See also: ZONES, MASTER ROOM, EVALUATION … … 1917 1935 that domain as long as the object in question is owned by the shared 1918 1936 player. 1937 1938 See also: SHARED, @lock 1919 1939 & ZONES 1920 1940 & ZONE OBJECTS 1921 1941 & ZONE MASTER OBJECTS 1922 1942 & ZMO 1943 & ZMT 1923 1944 Zones are areas of the MUSH that can have the same user-defined commands 1924 1945 without having to @parent every object in the zone or make the commands … … 1937 1958 See "help ZONES2" for more. 1938 1959 & 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's1941 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. 1942 1963 1943 1964 If you want restricted global commands defined over only a small area, 1944 1965 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 special1946 commands for a culture they belong to, the $ commands should go on the1966 $-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 1947 1968 ZMO, and the players @chzoned to it so they can use the commands 1948 1969 anywhere. 1949 1970 1950 1971 See also: @chzone, SHARED PLAYERS 1951 & matching1972 & MATCHING 1952 1973 Matching is the process the MUSH uses to determine which object you 1953 1974 mean when you try to do something with an object. Different commands 1954 1975 do matching in different ways, but most will allow you to specify 1955 1976 an object as: 1956 * its dbref (#7) 1977 * its dbref (#7) or objid (#7:123456789) 1957 1978 * its full name (Box of chocolates) 1958 1979 * 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) 1961 1982 Usually, you can also qualify an object with an adjective to help 1962 1983 the MUSH determine which object you mean. Adjectives include:
