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Changeset 1282

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Timestamp:
09/23/08 13:21:33 (2 months ago)
Author:
shawnw
Message:

#7569: Still more help thelp tweaks.

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

    r1278 r1282  
    38123812  drop <object> 
    38133813 
    3814   Drops <object>, if you are presently carrying it. If the room the object 
    3815   is dropped in has a DROP-TO set, the object may automatically be sent 
    3816   to another location. Some MUSHes may have @lock/drop enabled, which  
    3817   allows you to set who is permitted to drop the object. 
    3818  
    3819   Note that as of 1.6.6, the TEMPLE flag and SACRIFICING have been  
    3820   disabled. 
     3814  Drops <object>, if you are presently carrying it. If the room the 
     3815  object is dropped in has a DROP-TO set, the object may automatically 
     3816  be sent to another location. Some MUSHes may have @lock/drop 
     3817  enabled, which allows you to set who is permitted to drop the 
     3818  object. 
    38213819 
    38223820See also: STICKY, DROP-TO 
     
    38243822  enter <object> 
    38253823 
    3826   Used to enter a thing or player. You can only enter an object if  
    3827   you own it or if it is set ENTER_OK. You must also pass the enter-lock, 
     3824  Used to enter a thing or player. You can only enter an object if you 
     3825  own it or if it is set ENTER_OK. You must also pass the enter-lock, 
    38283826  if it is set. Entering an object triggers is @enter/@oenter/@oxenter 
    38293827  messages and its @aenter actions. If you fail the enter-lock, the 
     
    38323830  Insides of objects are best used for vehicles, or storage spaces 
    38333831  when you don't have a home. You can describe the interior of an 
    3834   object differently from its exterior by using @idescribe.   
     3832  object differently from its exterior by using @idescribe. 
    38353833 
    38363834See: @enter, @oenter, @oxenter, @aenter, leave, @lock, @idesc, INTERIORS 
     
    38403838  rules [<topic>] 
    38413839 
    3842   These commands, like news, work the same way as the help command, except 
    3843   that the information provided in them is specific to this particular 
    3844   MUSH. Not all MUSHes will have both or either of these commands enabled. 
     3840  These commands, like news, work the same way as the help command, 
     3841  except that the information provided in them is specific to this 
     3842  particular MUSH. Not all MUSHes will have both or either of these 
     3843  commands enabled. 
    38453844 
    38463845See also: news, help 
     
    39053904  empty <object> 
    39063905 
    3907   The empty command attempts to move all the contents of <object> 
    3908   to <object>'s location. You must either be holding <object> 
    3909   (in which case the command is like getting <object>'s <item> 
    3910   for each item) or be in the same location as <object> (in which 
    3911   case the command is like getting <object>'s <item> and dropping it). 
     3906  The empty command attempts to move all the contents of <object> to 
     3907  <object>'s location. You must either be holding <object> (in which 
     3908  case the command is like getting <object>'s <item> for each item) or 
     3909  be in the same location as <object> (in which case the command is 
     3910  like getting <object>'s <item> and dropping it). 
    39123911 
    39133912  The empty command assumes that all <object>'s items pass through the 
    3914   hands of the player running the command. Therefore, the same kinds of 
    3915   locks and messages that are applied in a possessive get (and, possibly, 
    3916   a drop) are applied to each item in <object>. It is therefore possible 
    3917   to fail to empty an object for many reasons, even when you could do so 
    3918   using "extraphysical" methods (teleporting items, forcing the object 
    3919   to drop them, or forcing the items to leave the object.) 
     3913  hands of the player running the command. Therefore, the same kinds 
     3914  of locks and messages that are applied in a possessive get (and, 
     3915  possibly, a drop) are applied to each item in <object>. It is 
     3916  therefore possible to fail to empty an object for many reasons, even 
     3917  when you could do so using "extraphysical" methods (teleporting 
     3918  items, forcing the object to drop them, or forcing the items to 
     3919  leave the object.) 
    39203920 
    39213921See also: get, drop 
     
    39253925  take <object> 
    39263926 
    3927   You pick up object, if you pass the object's @lock and the container's 
    3928   @lock/take (if set). You can also do get <thing>'s <object>, which will 
    3929   fail if thing is not ENTER_OK, thing has a take-lock that blocks you, 
    3930   or object is locked against you. Some MUSHes choose to disable the 
    3931   ability to take an object in someone else's inventory. 
     3927  You pick up object, if you pass the object's @lock and the 
     3928  container's @lock/take (if set). You can also do get <thing>'s 
     3929  <object>, which will fail if thing is not ENTER_OK, thing has a 
     3930  take-lock that blocks you, or object is locked against you. Some 
     3931  MUSHes choose to disable the ability to take an object in someone 
     3932  else's inventory. 
    39323933 
    39333934See also: @lock, ENTER_OK, give, drop, @success, inventory 
     
    39353936  @abuy <object> = <action list> 
    39363937 
    3937   Sets the actions to be taken after a player buys an item 
    3938   from PRICELIST. The item purchased is passed in as %0, 
    3939   and the amount paid as %1 
     3938  Sets the actions to be taken after a player buys an item from 
     3939  PRICELIST. The item purchased is passed in as %0, and the amount 
     3940  paid as %1 
    39403941 
    39413942See also: buy, @buy, @obuy, @pricelist, MONEY, ACTION LISTS 
     
    39533954  Sets the message that will be show to others whenever someone buys 
    39543955  an item from the object's PRICELIST using the 'buy' command. The 
    3955   name of the person giving the money will be automatically inserted at 
    3956   the beginning of the message. The item purchased is passed in as %0, 
    3957   and the amount paid as %1. 
     3956  name of the person giving the money will be automatically inserted 
     3957  at the beginning of the message. The item purchased is passed in as 
     3958  %0, and the amount paid as %1. 
    39583959 
    39593960See also: buy, @abuy, @obuy, @pricelist, MONEY 
     
    39613962  @pricelist <object>=<item1>:<price1>[,<price2>][ <item2>:...] 
    39623963 
    3963   The PRICELIST attribute is a space-delimited list of item names 
    3964   and prices that are checked when the 'buy' command is run. 
    3965    
    3966   An item name may have '_'s where the player would use a space in 
    3967   the name. 
    3968  
    3969   A price is either a number (20), a range of numbers (10-30), or 
    3970   a minimum number (10+). 
     3964  The PRICELIST attribute is a space-delimited list of item names and 
     3965  prices that are checked when the 'buy' command is run. 
     3966   
     3967  An item name may have '_'s where the player would use a space in the 
     3968  name. 
     3969 
     3970  A price is either a number (20), a range of numbers (10-30), or a 
     3971  minimum number (10+). 
    39713972 
    39723973  ex: 
     
    39793980  When you try buying an item, PRICELIST attributes on nearby objects 
    39803981  (or <vendor> if given) will be checked for matching item:costs. If 
    3981   <cost> is given, the first item that matches that cost will be purchased. 
    3982   Otherwise, the first matching item that you can afford will be purchased. 
    3983  
    3984   If the pricelist match contains a list of prices, 
    3985   ITEM:30,20,10, the first one you can afford will be the resulting price. 
     3982  <cost> is given, the first item that matches that cost will be 
     3983  purchased.  Otherwise, the first matching item that you can afford 
     3984  will be purchased. 
     3985 
     3986  If the pricelist match contains a list of prices, ITEM:30,20,10, the 
     3987  first one you can afford will be the resulting price. 
    39863988 
    39873989  ex: 
     
    40004002  give <object> to <player> 
    40014003 
    4002   Gives player the specified <number> of pennies or <object>. You can't give  
    4003   someone pennies if their new total would be greater than 100000 pennies.  
    4004   (No reason to get greedy).  The /silent switch suppresses the default  
    4005   message indicating how many pennies were given. Wizards may "give" 
    4006   a negative number of pennies. 
     4004  Gives player the specified <number> of pennies or <object>. You 
     4005  can't give someone pennies if their new total would be greater than 
     4006  100000 pennies.  (No reason to get greedy).  The /silent switch 
     4007  suppresses the default message indicating how many pennies were 
     4008  given. Wizards may "give" a negative number of pennies. 
    40074009 
    40084010  You may also give players objects, but the other player must be set 
    40094011  ENTER_OK in order to receive something you give. 
    40104012 
    4011   Giving money to an object gives the money to the object's owner. Some 
    4012   MUSHes may have @lock/give enabled, which determines who is allowed 
    4013   to give an object. 
     4013  Giving money to an object gives the money to the object's 
     4014  owner. Some MUSHes may have @lock/give enabled, which determines who 
     4015  is allowed to give an object. 
    40144016 
    40154017See also: @pay, @cost, @lock, inventory, @receive, @give 
     
    40224024  move home 
    40234025 
    4024   Goes in the specified direction. <Direction> can be the name or alias of 
    4025   an exit in your area, the enter alias of an object in your area, o
    4026   the leave alias of the object you are in. You do not need to use the 
    4027   word 'go' or 'move', in fact -- simply typing the direction will have the 
    4028   same effect. 
    4029  
    4030   'go home' is a special command that returns you to your home room/object. 
    4031   Some MUSHes may disable this command. 
     4026  Goes in the specified direction. <Direction> can be the name or 
     4027  alias of an exit in your area, the enter alias of an object in you
     4028  area, or the leave alias of the object you are in. You do not need 
     4029  to use the word 'go' or 'move', in fact -- simply typing the 
     4030  direction will have the same effect. 
     4031 
     4032  'go home' is a special command that returns you to your home 
     4033  room/object.  Some MUSHes may disable this command. 
    40324034 
    40334035See also: HOME, @link, @ealias, @lalias, EXITS 
     
    40404042  INFO 
    40414043 
    4042   This command returns some information about the MUSH you are on, such 
    4043   as its version number, time of last restart, number of players currently 
    4044   connected, and size of database. It can be issued from the connect 
    4045   screen. 
     4044  This command returns some information about the MUSH you are on, 
     4045  such as its version number, time of last restart, number of players 
     4046  currently connected, and size of database. It can be issued from the 
     4047  connect screen. 
    40464048& inventory 
    40474049  inventory 
    40484050 
    4049   Lists what you are carrying. Can be abbreviated by just 'i', or 'inv'. 
    4050   It also tells you how much MUSH money you have. If you are not set 
    4051   OPAQUE, others will also be able to see what is in your inventory by 
    4052   looking at you. 
    4053  
    4054   Note that on some MUSHes it is possible to take things that are in  
     4051  Lists what you are carrying. Can be abbreviated by just 'i', or 
     4052  'inv'.  It also tells you how much MUSH money you have. If you are 
     4053  not set OPAQUE, others will also be able to see what is in your 
     4054  inventory by looking at you. 
     4055 
     4056  Note that on some MUSHes it is possible to take things that are in 
    40554057  someone else's inventory. To be safe, @lock any objects that you do 
    40564058  not want to lose. 
     
    40604062  kill <player/thing> [=<cost>] 
    40614063 
    4062   Attempts to kill the specified object. Killing costs <cost> pennies, which  
    4063   gives you a <cost>% chance of killing the player. Thus, spending 100 
    4064   pennies always works (except against wizards,  who can never be killed). 
    4065   If you don't specify a cost, the default is 10 (i.e. 10%).  The player, 
    4066   if killed, receives <cost>/2 pennies in insurance. 
     4064  Attempts to kill the specified object. Killing costs <cost> pennies, 
     4065  which gives you a <cost>% chance of killing the player. Thus, 
     4066  spending 100 pennies always works (except against wizards, who can 
     4067  never be killed).  If you don't specify a cost, the default is 10 
     4068  (i.e. 10%).  The player, if killed, receives <cost>/2 pennies in 
     4069  insurance. 
    40674070 
    40684071  You can not kill a player in a room that they control unless you 
     
    40754078  leave 
    40764079 
    4077   The command leave allows you to exit an object you have enter'ed  
     4080  The command leave allows you to exit an object you have enter'ed 
    40784081  into. When you leave an object, its @leave/@oleave/@oxleave messages 
    4079   are triggered, and its @aleave actions are triggered.  
    4080  
    4081   The NO_LEAVE flag may be enabled on some MUSHes. Objects set with this 
    4082   flag cannot be left. @lock/leave may also be enabled on some MUSHes, 
    4083   which allows you to set who can leave the object. If you fail to 
    4084   leave, the object's @lfail/@olfail/@alfail messages/actions will be 
    4085   triggered. 
     4082  are triggered, and its @aleave actions are triggered. 
     4083 
     4084  The NO_LEAVE flag may be enabled on some MUSHes. Objects set with 
     4085  this flag cannot be left. @lock/leave may also be enabled on some 
     4086  MUSHes, which allows you to set who can leave the object. If you 
     4087  fail to leave, the object's @lfail/@olfail/@alfail messages/actions 
     4088  will be triggered. 
    40864089 
    40874090See also: enter, @leave, @lfail, @lock, INTERIORS  
     
    41014104  look/outside 
    41024105 
    4103   Displays the description of <object>, or the room you're in if you don't  
    4104   name a specific object.  You can specify object as <name> or #<dbref> or  
    4105   'me' or 'here'. On some MUSHes, 'read' may work the same as 'look'. The  
    4106   second form of this command allows you to look at objects held by other  
    4107   people, if the person is not OPAQUE. 
     4106  Displays the description of <object>, or the room you're in if you 
     4107  don't name a specific object.  You can specify object as <name> or 
     4108  #<dbref> or 'me' or 'here'. On some MUSHes, 'read' may work the same 
     4109  as 'look'. The second form of this command allows you to look at 
     4110  objects held by other people, if the person is not OPAQUE. 
    41084111     
    4109   Look can take one switch, "outside". look/outside allows you to 
    4110   look at objects outside your current location, as long as your 
    4111   immediate location is not a room, and is not OPAQUE. 
     4112  Look can take one switch, "outside". look/outside allows you to look 
     4113  at objects outside your current location, as long as your immediate 
     4114  location is not a room, and is not OPAQUE. 
    41124115 
    41134116(continued in help look2) 
    41144117& look2 
    4115   If you look at an object that is not set OPAQUE, you will see any non-DARK 
    4116   items in its inventory. You can look at DARK items in your location if  
    4117   you know what their name is by typing 'look <object>', but they will 
    4118   not show up in the list of contents. 
    4119  
    4120   When you type 'look' alone, you look at your current location. For a room, 
    4121   this normally shows you the room's description, the list of contents, and 
    4122   any obvious exits from the room. For an object, it only shows you the 
    4123   interior description (@idescribe). 
    4124    
    4125   If a room is set DARK, when you look you will not see any of the exits 
    4126   or contents of the room, unless they are set LIGHT.  
     4118 
     4119  If you look at an object that is not set OPAQUE, you will see any 
     4120  non-DARK items in its inventory. You can look at DARK items in your 
     4121  location if you know what their name is by typing 'look <object>', 
     4122  but they will not show up in the list of contents. 
     4123 
     4124  When you type 'look' alone, you look at your current location. For a 
     4125  room, this normally shows you the room's description, the list of 
     4126  contents, and any obvious exits from the room. For an object, it 
     4127  only shows you the interior description (@idescribe). 
     4128   
     4129  If a room is set DARK, when you look you will not see any of the 
     4130  exits or contents of the room, unless they are set LIGHT. 
    41274131 
    41284132  'look' may be abbreviated 'l'. 
     
    41324136  news [<topic>] 
    41334137 
    4134   The news system works just like the help system. Many MUSHes use it to 
    4135   provide standard information on the rules, theme, and customized 
    4136   commands of the particular MUSH. It is highly recommended that you  
     4138  The news system works just like the help system. Many MUSHes use it 
     4139  to provide standard information on the rules, theme, and customized 
     4140  commands of the particular MUSH. It is highly recommended that you 
    41374141  read it regularly. 
    41384142& page  
    41394143  page[/<switch>] [<player-list>=]<message>. 
    41404144 
    4141   This command sends a message to a player or list of players. If 
    4142   the player's name contains spaces, surround it with double-quotes. 
    4143   If you have already paged someone since connecting, just typing: 
     4145  This command sends a message to a player or list of players. If the 
     4146  player's name contains spaces, surround it with double-quotes.  If 
     4147  you have already paged someone since connecting, just typing: 
    41444148 
    41454149    'page <message>' or 'page =<message>' 
    41464150 
    4147   will send the message to the last person paged. You cannot page a  
     4151  will send the message to the last person paged. You cannot page a 
    41484152  player if they are set HAVEN or if you do not pass their @lock/page. 
    4149   In the latter case, the player's PAGE_LOCK`FAILURE, PAGE_LOCK`OFAILURE, 
    4150   and PAGE_LOCK`AFAILURE attributes will be activated if set. 
     4153  In the latter case, the player's PAGE_LOCK`FAILURE, 
     4154  PAGE_LOCK`OFAILURE, and PAGE_LOCK`AFAILURE attributes will be 
     4155  activated if set. 
    41514156 
    41524157  Examples: 
     
    41604165& page2 
    41614166  Page will attempt a partial match on the name, checking both for an 
    4162   @alias and to see if the name matches someone connected. If the first 
    4163   character of <message> is a : or a ;, it will send the page in pose 
    4164   format.   
    4165  
    4166   Objects may page players, but not vice versa. If an object pages 
    4167   a NOSPOOF player, that player will see the object's number in 
    4168   square brackets, in front of the message, in a fashion similar to 
    4169   the way NOSPOOF flags emits. 
    4170  
    4171   When a player is paged, their PAGEFORMAT attribute is checked, and if 
    4172   exists, the page as viewed by the player is set to the results of 
     4167  @alias and to see if the name matches someone connected. If the 
     4168  first character of <message> is a : or a ;, it will send the page in 
     4169  pose format. 
     4170 
     4171  Objects may page players, but not vice versa. If an object pages a 
     4172  NOSPOOF player, that player will see the object's number in square 
     4173  brackets, in front of the message, in a fashion similar to the way 
     4174  NOSPOOF flags emits. 
     4175 
     4176  When a player is paged, their PAGEFORMAT attribute is checked, and 
     4177  if exists, the page as viewed by the player is set to the results of 
    41734178  calling PAGEFORMAT. See help @pageformat 
    41744179 
    4175   Page takes five switches: /list, /blind, /noeval, /override, and /port.  
     4180  Page takes five switches: /list, /blind, /noeval, /override, and 
     4181  /port. 
     4182 
    41764183  The /list and /blind switches provide two different ways of handling 
    41774184  pages to lists of players. With /list, each paged player sees the 
    41784185  list of who was paged, and the paging player is notified only once. 
    4179   With /blind, it's as if each player was individually paged.  
    4180   The default list behavior is set by the blind_page @config option. 
     4186  With /blind, it's as if each player was individually paged. The 
     4187  default list behavior is set by the blind_page @config option. 
    41814188  The /noeval switch prevents the MUSH from evaluating the message. 
    4182   The /override switch is admin-only, and overrides pagelocks and HAVEN. 
    4183   The /port switch is admin-only, and will page a port descriptor directly,  
    4184   including connections that have not yet logged into a player. 
     4189  The /override switch is admin-only, and overrides pagelocks and 
     4190  HAVEN. 
     4191  The /port switch is admin-only, and will page a port descriptor 
     4192  directly, including connections that have not yet logged into a 
     4193  player. 
    41854194   
    41864195See also: @lock, @alias, @pageformat, pose, :, ;, HAVEN, NOSPOOF, FLAGS 
     
    41964205  ;<action pose> 
    41974206  
    4198   Displays your name followed by the statement you posed.  May be abbreviated 
    4199   by the ':' symbol. Normally, a space is placed between your name and the 
    4200   action you are posing. If you do not wish to have a space inserted, us
    4201   the /nospace switch, the 'semipose' command, or the ';' symbol and don't 
    4202   add a space between the ; and the <action pose>. 
    4203   The /noeval switch prevents the pose from being evaluated by 
    4204   the parser. 
     4207  Displays your name followed by the statement you posed.  May be 
     4208  abbreviated by the ':' symbol. Normally, a space is placed between 
     4209  your name and the action you are posing. If you do not wish to hav
     4210  a space inserted, use the /nospace switch, the 'semipose' command, 
     4211  or the ';' symbol and don't add a space between the ; and the 
     4212  <action pose>.  The /noeval switch prevents the pose from being 
     4213  evaluated by the parser. 
    42054214 
    42064215(continued in help pose2) 
     
    42214230  "<message> 
    42224231 
    4223   Says <message> out loud. The message will be enclosed in double-quotes. 
    4224   A single double-quote is the abbreviation for this common command. 
    4225  
    4226   Say takes one switch, /noeval. The /noeval switch prevents any evaluation  
    4227   of the message, and is handy when you want to say things that use special  
    4228   characters like % or []'s. 
     4232  Says <message> out loud. The message will be enclosed in 
     4233  double-quotes.  A single double-quote is the abbreviation for this 
     4234  common command. 
     4235 
     4236  Say takes one switch, /noeval. The /noeval switch prevents any 
     4237  evaluation of the message, and is handy when you want to say things 
     4238  that use special characters like % or []'s. 
    42294239 
    42304240See also: pose, whisper 
     
    42324242  score 
    42334243   
    4234   Displays how many pennies you are carrying.  Helpful to see if 
    4235   any machines are looping. If they are, your pennies will be being  
     4244  Displays how many pennies you are carrying.  Helpful to see if any 
     4245  machines are looping. If they are, your pennies will be being 
    42364246  rapidly drained. MUSH money may also be used for other purposes in 
    42374247  the game. 
     
    42414251  slay <player/thing> 
    42424252 
    4243   This is a Wizard-only command that kills objects without paying any  
    4244   insurance to the victims. It is used in places where 'suicide' should  
    4245   not pay. 
     4253  This is a Wizard-only command that kills objects without paying any 
     4254  insurance to the victims. It is used in places where 'suicide' 
     4255  should not pay. 
    42464256   
    42474257  (Su-ic-ide is pain-less... {MASH theme}) 
     
    42494259  think <message> 
    42504260 
    4251   You can use this command to send a private message to yourself. Pronoun 
    4252   substitution is performed. This is essentially equivalent to doing a 
    4253   "@pemit me=<message>", but with "think", there's no prepended text. 
     4261  You can use this command to send a private message to 
     4262  yourself. Pronoun substitution is performed. This is essentially 
     4263  equivalent to doing a "@pemit me=<message>", but with "think", 
     4264  there's no prepended text. 
     4265 
    42544266  One possible use: @adesc me=think %N just looked at you. 
    42554267& QUIT     
     
    42614273  unfollow <object> 
    42624274 
    4263   This command stops you from following an object that you were formerly 
    4264   following. If no object is given, you stop following everyone you 
    4265   were following. 
     4275  This command stops you from following an object that you were 
     4276  formerly following. If no object is given, you stop following 
     4277  everyone you were following. 
    42664278 
    42674279See also: follow, dismiss, desert, followers(), @follow, @ofollow, @afollow 
     
    42694281  use <object> 
    42704282 
    4271   Attempts to use an object, triggering its @use/@ouse/@ause attributes. 
    4272   The person using the object must pass its uselock; no inheritance check 
    4273   is necessary. This is may be done remotely, by using a dbref number; 
    4274   it provides an easy way for non-TRUST objects to perform commands on 
    4275   TRUST objects. 
     4283  Attempts to use an object, triggering its @use/@ouse/@ause 
     4284  attributes.  The person using the object must pass its uselock; no 
     4285  inheritance check is necessary. This is may be done remotely by 
     4286  using a dbref number; it provides an easy way for non-TRUST objects 
     4287  to perform commands on TRUST objects. 
    42764288 
    42774289  If the person fails to pass the object's uselock, the object's 
     
    42924304  page-pose. 
    42934305 
    4294   In a noisy whisper, other players in the room may be told who you whispered 
    4295   to (but not what you whispered): Polgara whispers to Javelin. 
    4296   The probability that a noisy whisper will be heard aloud is configurable. 
    4297   In a silent whisper, other players will not know that you whispered. 
    4298   The default whisper may be configured either silent or noisy (check @config) 
     4306  In a noisy whisper, other players in the room may be told who you 
     4307  whispered to (but not what you whispered): Polgara whispers to 
     4308  Javelin.  The probability that a noisy whisper will be heard aloud 
     4309  is configurable.  In a silent whisper, other players will not know 
     4310  that you whispered.  The default whisper may be configured either 
     4311  silent or noisy (check @config) 
    42994312 
    43004313(continued in help whisper2) 
    43014314& whisper2 
    4302   The /noeval switch prevents any evaluation of the message, and 
    4303   is handy when you want to say things that use special characters 
    4304   like % or []'s. 
     4315  The /noeval switch prevents any evaluation of the message, and is 
     4316  handy when you want to say things that use special characters like % 
     4317  or []'s. 
    43054318 
    43064319  The /list switch lets you whisper to many people at once. Multiple 
     
    43104323  WHO    
    43114324 
    4312   Displays a list of players currently connected to the MUSH. 
    4313   The WHO tells you how long a player has been on and how long they 
    4314   have been inactive. Unlike most commands, it is case sensitive. 
     4325  Displays a list of players currently connected to the MUSH.  The WHO 
     4326  tells you how long a player has been on and how long they have been 
     4327  inactive. Unlike most commands, it is case sensitive. 
    43154328 
    43164329See also: @doing, @poll, DOING 
     
    43184331  with[/room] <obj>=<command> 
    43194332 
    4320   Attempts to run a user-defined command on a specific object. 
    4321   If the /room switch is given, <obj> must be a room, and its contents 
    4322   are checked for commands as if it was a master room. 
     4333  Attempts to run a user-defined command on a specific object.  If the 
     4334  /room switch is given, <obj> must be a room, and its contents are 
     4335  checked for commands as if it was a master room. 
    43234336 
    43244337  See 'help USER-DEFINED COMMANDS'. 
    43254338& socket commands 
    4326   These commands can only be entered by a connected player through their 
    4327   client. They generally do things that only affect a specific connection 
    4328   and would be meaningless if run by an object or disconnected player. 
     4339  These commands can only be entered by a connected player through 
     4340  their client. They generally do things that only affect a specific 
     4341  connection and would be meaningless if run by an object or 
     4342  disconnected player. 
    43294343 
    43304344  DOING     IDLE      LOGOUT     OUTPUTPREFIX OUTPUTSUFFIX QUIT