Changeset 1290
- Timestamp:
- 09/24/08 01:30:22 (2 months ago)
- Files:
-
- 1.8.3/trunk/game/txt/hlp/pennchat.hlp (modified) (15 diffs)
- 1.8.3/trunk/game/txt/hlp/penncode.hlp (modified) (2 diffs)
- 1.8.3/trunk/game/txt/hlp/pennflag.hlp (modified) (45 diffs)
- 1.8.3/trunk/game/txt/hlp/pennmail.hlp (modified) (11 diffs)
- 1.8.3/trunk/game/txt/hlp/penntop.hlp (modified) (20 diffs)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
1.8.3/trunk/game/txt/hlp/pennchat.hlp
r1278 r1290 4 4 5 5 The MUSH has a built-in chat system with many different channels. 6 These channels vary from MUSH to MUSH; ask at your local site or 7 use@channel/list to see which ones are available.6 These channels vary from MUSH to MUSH; ask at your local site or use 7 @channel/list to see which ones are available. 8 8 9 9 You can talk to many people on the MUSH via the chat system, without 10 10 needing to be in the same room as them. Use the "@channel" command 11 to join, leave, or check who is on a channel, and use the "@chat" 12 or"+" command to communicate.13 14 If you examine yourself, you will see a list of channels that you are15 currently listening to. Some channels are restricted to wizards or16 administrators only. See the following help topics for details:17 @chat, @channel, @cemit, @clock, cwho()11 to join, leave, or check who is on a channel, and use the "@chat" or 12 "+" command to communicate. 13 14 If you examine yourself, you will see a list of channels that you 15 are currently listening to. Some channels are restricted to wizards 16 or administrators only. See the following help topics for details: 17 @chat, @channel, @cemit, @clock, cwho() 18 18 19 19 & + … … 24 24 This tells everyone on <channel> your <message>. You can prepend 25 25 <message> with ':' or ';' to pose instead of talk. This command can 26 also be formatted: +<channel> <message> 27 You do not need to type the complete name of the channel, only as 28 many letters as needed to make it distinct from another channel 29 that you're also on. 30 31 Note: if you use the '+' form of this command, and you do not 32 use the name of a known channel, your command will be processed 33 as normal, preventing user-defined commands like "+last" from 34 being clobbered by the chat system. 26 also be formatted: +<channel> <message> You do not need to type the 27 complete name of the channel, only as many letters as needed to make 28 it distinct from another channel that you're also on. 29 30 Note: if you use the '+' form of this command, and you do not use 31 the name of a known channel, your command will be processed as 32 normal, preventing user-defined commands like "+last" from being 33 clobbered by the chat system. 35 34 36 35 See also: chat, CHAN_USEFIRSTMATCH … … 38 37 @chatformat <object>[= <message>] 39 38 40 The @chatformat attribute is evaluated when an object receives 41 a channel message. The evaluated result, is displayed to the42 player, otherwise the default message is shown. A null result,43 as long asthe attribute exists, shows nothing.39 The @chatformat attribute is evaluated when an object receives a 40 channel message. The evaluated result, is displayed to the player, 41 otherwise the default message is shown. A null result, as long as 42 the attribute exists, shows nothing. 44 43 45 44 Registers: … … 106 105 107 106 When this flag is set on an object that uses the chat system, 108 channel name matching will default to the first matching channel 109 incases of ambiguity. Without this flag, attempting to use an107 channel name matching will default to the first matching channel in 108 cases of ambiguity. Without this flag, attempting to use an 110 109 ambiguous partial channel name will produce an error. 111 110 … … 141 140 142 141 Channels may be restricted in who can join them and/or speak on 143 them. @channel/list will show you the channel's name, number of users,144 number of message since last restart, access information, and your145 status. See "help channel-list" for an explanation of how to read146 the listing.142 them. @channel/list will show you the channel's name, number of 143 users, number of message since last restart, access information, and 144 your status. See "help channel-list" for an explanation of how to 145 read the listing. 147 146 148 147 @channel/what will show you the channel's name, access information, … … 157 156 @channel/title <channel>[=<string>] 158 157 159 The @channel/who command shows you who is currently on a channel, 160 ifyou are permitted to see it.158 The @channel/who command shows you who is currently on a channel, if 159 you are permitted to see it. 161 160 162 161 Some channels allow their users to hide from the @channel/who list. 163 If you're on such a channel and are permitted to hide, you can 164 use @channel/hide <channel>=yes to hide yourself, and165 @channel/hide<channel>=no to reappear.166 167 @channel/title lets you set a title to appear before your name 168 when you speak on the channel, or check your current title. If169 you leave the channel, your title is cleared; use @channel/gag170 instead (see help @channel3). You should escape any commas in171 your title withbackslashes.162 If you're on such a channel and are permitted to hide, you can use 163 @channel/hide <channel>=yes to hide yourself, and @channel/hide 164 <channel>=no to reappear. 165 166 @channel/title lets you set a title to appear before your name when 167 you speak on the channel, or check your current title. If you leave 168 the channel, your title is cleared; use @channel/gag instead (see 169 help @channel3). You should escape any commas in your title with 170 backslashes. 172 171 173 172 See "help @channel3" for more. … … 177 176 @channel/recall <channel> [ = <lines|duration>[,<start line>] ] 178 177 179 Some channels broadcast messages when players connect or disconnect from 180 the MUSH. If you don't want to hear those messages, use @channel/mute 181 <channel>=yes. To resume hearing the messages, use @channel/mute 182 <channel>=no or @channel/unmute <channel>. Leave out <channel> 183 to mute or unmute all channels. 184 185 If you want to remain on a channel but not receive any messages 186 on the channel, use @channel/gag <channel>=yes. To resume hearing, 187 use @channel/gag <channel>=no (or @channel/ungag <channel>). When 188 you disconnect, the channel will be automatically ungagged for you. 189 Leave out <channel> to gag or ungag all channels. If the channel does 190 not have the "open" priv, you can not speak on it while you are gagged. 178 Some channels broadcast messages when players connect or disconnect 179 from the MUSH. If you don't want to hear those messages, use 180 @channel/mute <channel>=yes. To resume hearing the messages, use 181 @channel/mute <channel>=no or @channel/unmute <channel>. Leave out 182 <channel> to mute or unmute all channels. 183 184 If you want to remain on a channel but not receive any messages on 185 the channel, use @channel/gag <channel>=yes. To resume hearing, use 186 @channel/gag <channel>=no (or @channel/ungag <channel>). When you 187 disconnect, the channel will be automatically ungagged for you. 188 Leave out <channel> to gag or ungag all channels. If the channel 189 does not have the "open" priv, you can not speak on it while you are 190 gagged. 191 191 192 192 @channel/recall shows you the most recent messages on the channel; … … 278 278 279 279 The @clock command modifies the a lock on a chat channel if the 280 extended chat system is in use. If no key is specified, the 281 lock is unlocked. Evaluation locks will not work with @clock.282 See help@clock2 for information on using indirect locks.280 extended chat system is in use. If no key is specified, the lock is 281 unlocked. Evaluation locks will not work with @clock. See help 282 @clock2 for information on using indirect locks. 283 283 284 284 The "join" lock restricts who can join the channel. … … 289 289 mod lock on the channel, you can do anything short of deleting it. 290 290 291 When new channels are added, the mod lock is set to the creator/owner,292 and all other locks are unlocked.291 When new channels are added, the mod lock is set to the 292 creator/owner, and all other locks are unlocked. 293 293 294 294 See help @clock2 for how to use indirect locks to lock a channel to … … 296 296 297 297 & @clock2 298 If user-defined locks are available, you can use indirect @clocks 299 to lock a channel to a lock of any type (including evaluation locks) 300 on a VISUAL object. This channel can onlybe joined by an UNFINDABLE player:298 You can use indirect @clocks to lock a channel to a lock of any type 299 (including evaluation locks) on a VISUAL object. This channel can only 300 be joined by an UNFINDABLE player: 301 301 302 302 >@clock/join unfindchannel=@#10 … … 326 326 ctitle(<channel>,<object>) 327 327 328 Returns <object>'s @chan/title on <channel>. You must either 329 be able to examine the object, or it must be visibly on a channel330 which youare allowed to join.328 Returns <object>'s @chan/title on <channel>. You must either be able 329 to examine the object, or it must be visibly on a channel which you 330 are allowed to join. 331 331 & CSTATUS() 332 332 cstatus(<channel>,<object>) 333 333 334 334 Returns <object>'s status with respect to <channel>, which may be 335 "Off", "On", or "Gag". You must either be able to examine the object,336 o r it must visible be on the channel; "Off" is returned for335 "Off", "On", or "Gag". You must either be able to examine the 336 object, or it must visible be on the channel; "Off" is returned for 337 337 objects that you can not see on the channel. 338 338 & CDESC() … … 345 345 cbuffer(<channel>) 346 346 347 Return the description, number of users, number of messages, 348 or buffer size of <channel>, respectively. This information is349 alsodisplayed in @chan/list.347 Return the description, number of users, number of messages, or 348 buffer size of <channel>, respectively. This information is also 349 displayed in @chan/list. 350 350 & CBUFFERADD() 351 351 cbufferadd(<channel>, <text>[, <spoof>]) 352 352 353 Adds text to a chan buffer without broadcasting it to all people on the354 channel. If <spoof> is true, it will spoof the encator (%#), and you355 must be able to perform an @nscemit.353 Adds text to a chan buffer without broadcasting it to all people on 354 the channel. If <spoof> is true, it will spoof the encator (%#), 355 and you must be able to perform an @nscemit. 356 356 357 357 This function is only usable by objects that pass the channel's @clock/mod. … … 376 376 clflags(<channel>,<object>) 377 377 378 With one argument, cflags() returns a list of flags set on the 379 given channel, represented as a string of characters. See 380 'help channel-list' for the list of flags (they appear in the 381 "Access" column). You must be able to see the channel to use this 382 function. 383 384 With two arguments, cflags() returns a list of flags for that 385 object on that channel, currently a string consisting of zero 386 or more of "G" (gagging), "Q" (muted), and "H" (hidden). 387 You must be able to see that channel and to examine the object 388 to use this function. If the object is not on the channel, an 389 error is returned. 378 With one argument, cflags() returns a list of flags set on the given 379 channel, represented as a string of characters. See 'help 380 channel-list' for the list of flags (they appear in the "Access" 381 column). You must be able to see the channel to use this function. 382 383 With two arguments, cflags() returns a list of flags for that object 384 on that channel, currently a string consisting of zero or more of 385 "G" (gagging), "Q" (muted), and "H" (hidden). You must be able to 386 see that channel and to examine the object to use this function. If 387 the object is not on the channel, an error is returned. 390 388 391 389 The clflags versions return a space-separated list of flag names, … … 397 395 398 396 With no arguments, channels() returns the list of all channel names 399 which are visible to the player. With two arguments, returns the list400 of channel names to which the object is listening, delimited by397 which are visible to the player. With two arguments, returns the 398 list of channel names to which the object is listening, delimited by 401 399 <delimiter>. 402 400 403 401 With one argument, the behavior is ambiguous. If the argument 404 matches an object, returns the list of names to which the object 405 islistening, space-delimited. If not, it's treated as a no-argument402 matches an object, returns the list of names to which the object is 403 listening, space-delimited. If not, it's treated as a no-argument 406 404 case with a delimiter. 407 405 408 If you don't have permission to examine the object, you only see 409 those channels to which the object belong for which you have 406 If you don't have permission to examine the object, you only see 407 those channels to which the object belong for which you have 410 408 permission to join (or are joined to). 411 409 & CLOCK() … … 413 411 414 412 With one argument, returns the value of a lock on a channel, if you 415 own the channel or are See_All. If no locktype is given, "JOIN" 416 is assumed. 417 With two arguments, sets the lock if you would be able to do so via 418 @clock. 413 own the channel or are See_All. If no locktype is given, "JOIN" is 414 assumed. With two arguments, sets the lock if you would be able to 415 do so via @clock. 419 416 420 417 See also: @clock 1.8.3/trunk/game/txt/hlp/penncode.hlp
r1032 r1290 1 1 & code 2 2 & contact 3 PennMUSH is developed by a team of developers whose names are 4 listedin 'help changes'. Suggestions, comments, and bug reports are3 PennMUSH is developed by a team of developers whose names are listed 4 in 'help changes'. Suggestions, comments, and bug reports are 5 5 welcome. 6 6 … … 16 16 The latest version of this MUSH code is available at 17 17 http://download.pennmush.org/Source. It will be called something like 18 pennmush-1.7.6p0.tar.Z, depending on the version number. You 19 will also find files of translations of server messages into various 20 languages in Source/translations/<version>. See help i18n 21 for more. 18 pennmush-1.7.6p0.tar.Z, depending on the version number. You will also 19 find files of translations of server messages into various languages 20 in Source/translations/<version>. See help i18n for more. 22 21 23 22 Also on that site is the MUSH manual, in /Manuals. It should be called 24 23 mushman.2.008.tar.Z or something similar; you should attempt to get at 25 least version 2.007. Also on that site is Javelin's Guide for PennMUSH26 Gods, in /pub/PennMUSH/Guide. A better way to read it is on the Web at 27 http://javelin.pennmush.org/~alansz/guide.html24 least version 2.007. Also on that site is Javelin's Guide for 25 PennMUSH Gods, in /pub/PennMUSH/Guide. A better way to read it is on 26 the Web at http://javelin.pennmush.org/~alansz/guide.html 28 27 29 28 & i18n 1.8.3/trunk/game/txt/hlp/pennflag.hlp
r1032 r1290 2 2 @set <object>=[!]<flag name> 3 3 4 Flags give objects certain abilities or qualities. For example, 5 a wizard player has wiz powers because s/he has the WIZARD flag 6 set. 7 8 Some flags can only be set on certain types of objects, such as 9 just players or just rooms. Other flags, like VISUAL, can be set 10 on any type of object (player, room, exit, thing). 4 Flags give objects certain abilities or qualities. For example, a 5 wizard player has wiz powers because s/he has the WIZARD flag set. 6 7 Some flags can only be set on certain types of objects, such as just 8 players or just rooms. Other flags, like VISUAL, can be set on any 9 type of object (player, room, exit, thing). 11 10 12 11 To un-set a flag, use the exclamation point (!) before the flag 13 12 name. For help on any particular flag, type: help <flag name> 14 13 15 A descriptive list of flags is available in: help flag list 16 Acomplete list of flags is available through: @flag/list14 A descriptive list of flags is available in: help flag list A 15 complete list of flags is available through: @flag/list 17 16 18 17 (continued in help flags2) … … 20 19 You can see the list of flags set on an object in several ways. 21 20 22 1. If you are allowed to examine the object. The flags are listed in23 expanded word format on the line just below the object's name, after24 the word "Flags:".25 2. Flag abbreviations are also visible after the object's name in the26 room description (if the object is not set OPAQUE and you are not set27 MYOPIC).21 1. If you are allowed to examine the object. The flags are listed 22 in expanded word format on the line just below the object's name, 23 after the word "Flags:". 24 2. Flag abbreviations are also visible after the object's name in 25 the room description (if the object is not set OPAQUE and you are 26 not set MYOPIC). 28 27 3. The flags() function will also return the object's list of flag 29 28 abbreviations. 30 29 31 30 Note: ROOM, PLAYER, EXIT, and GARBAGE are special flags which 32 indicate the TYPE of an object. The absence of these four special flags33 indicates the object is of type THING.31 indicate the TYPE of an object. The absence of these four special 32 flags indicates the object is of type THING. 34 33 35 34 See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(), … … 77 76 Flag: ANSI (players) 78 77 79 When set on a player, this flag bold-hilites the names and owners 80 of attributes when the player "examines" an object. This makes it81 mucheasier to pick out where attributes begin and end, when examining78 When set on a player, this flag bold-hilites the names and owners of 79 attributes when the player "examines" an object. This makes it much 80 easier to pick out where attributes begin and end, when examining 82 81 complex objects. You must be using a terminal which supports ANSI 83 82 control codes in order for this to work. Additionally, some MUSHes … … 100 99 101 100 Messages matching a certain pattern may be filtered out by using 102 @filter on an exit; read 'help @filter' for more. If the object 103 has a @forwardlist, sounds that pass the @filter are sent on to104 theobjects in the @forwardlist.101 @filter on an exit; read 'help @filter' for more. If the object has 102 a @forwardlist, sounds that pass the @filter are sent on to the 103 objects in the @forwardlist. 105 104 106 105 In order for exits in a room to propagate sound, the room must also 107 be set AUDIBLE. If the room is audible, exits that are audible show 106 be set AUDIBLE. If the room is audible, exits that are audible show 108 107 up on a @sweep, even if they are set DARK. 109 108 … … 111 110 112 111 & AUDIBLE2 113 This flag is also valid for things. If an object is set AUDIBLE, 114 any messages which originate from its contents will be broadcasted115 t o the outside world. This makes it very simple to program vehicles.112 This flag is also valid for things. If an object is set AUDIBLE, any 113 messages which originate from its contents will be broadcasted to 114 the outside world. This makes it very simple to program vehicles. 116 115 Like AUDIBLE on exits, the message is prepended with the thing's 117 116 @prefix attribute, and messages matching certain patterns may be 118 117 filtered with @filter. If there is no @prefix, the message will be 119 prepended with "From <name of AUDIBLE object>," 120 The AUDIBLE objectdoes not receive its own propagated messages.118 prepended with "From <name of AUDIBLE object>," The AUDIBLE object 119 does not receive its own propagated messages. 121 120 122 121 The AUDIBLE flag allows most "emitters" (objects that listen for 123 122 messages and broadcast them to other rooms) to be eliminated. The 124 message is propagated only to the next room and no farther, so 125 thereis no danger of looping.123 message is propagated only to the next room and no farther, so there 124 is no danger of looping. 126 125 & TRACK_MONEY 127 126 Flag: TRACK_MONEY (players) 128 127 129 By setting the TRACK_MONEY flag, a player can determine which 130 objects may be using their money. TRACK_MONEY reports all charges 131 toa player and their objects except the queue deposit.128 By setting the TRACK_MONEY flag, a player can determine which 129 objects may be using their money. TRACK_MONEY reports all charges to 130 a player and their objects except the queue deposit. 132 131 133 132 > @set me=TRACK_MONEY … … 149 148 150 149 BUILDER is actually an @power rather than a flag. Some MUSHes choose 151 to limit the building commands (@dig, @open, and sometimes even 150 to limit the building commands (@dig, @open, and sometimes even 152 151 @create) to registered builders only. If you are on a MUSH that does 153 152 this, you will not be able to use these commands unless you have the 154 power. Only wizards can grant @powers. To see if building is limited,155 check @command for the various building commands.153 power. Only wizards can grant @powers. To see if building is 154 limited, check @command for the various building commands. 156 155 157 156 See also: POWERS, @power, @dig, @open, @create … … 159 158 Flag: CHOWN_OK (things, rooms, exits) 160 159 161 You can set this flag on an object you own to allow other players 162 t o transfer ownership of the object to themselves (using @chown).163 You must be carrying the thing, or in the room in order to set the164 flag,unless you use the DBREF number.160 You can set this flag on an object you own to allow other players to 161 transfer ownership of the object to themselves (using @chown). You 162 must be carrying the thing, or in the room in order to set the flag, 163 unless you use the DBREF number. 165 164 166 165 See also: @chown … … 172 171 following the exit's description. 173 172 174 If the flag is set on a TRANSPARENT exit, when a player looks at the 173 If the flag is set on a TRANSPARENT exit, when a player looks at the 175 174 exit they will see only the description of the destination room 176 175 following the exit's description, and will not see contents. … … 185 184 Flag: CONNECTED (players) 186 185 187 This internal flag applies only to players and it shows if the 188 player is connected or not. Only admin can see this flag. No one 189 can set or reset this flag.190 191 Mortal code can't use hasflag(<x>,connected) to test if a player is 186 This internal flag applies only to players and it shows if the 187 player is connected or not. Only admin can see this flag. No one can 188 set or reset this flag. 189 190 Mortal code can't use hasflag(<x>,connected) to test if a player is 192 191 connected. Consider using conn(), lwho(), or mwho() instead. 193 192 … … 196 195 Flag: DARK (all types) 197 196 198 If a room is DARK, then no items are shown when a person 199 'looks' there. If a thing is DARK, then "look" does not list that200 object in the room's Contents:, and if an exit is DARK, it doesn't201 show up in the Obvious Exits: list. Puppets and audible objects202 with@forwardlist are not concealed by this flag. Note that players,203 puppets, and other "hearing" objects still trigger enter/leave messages204 when in DARK areas. There is a config option for "full invisibility":205 players and objects that are dark will be slightly disguised in206 speech and poses. Such actions by these objects will show as being207 from Someone or Something depending on whether it was an object or208 wizard player.197 If a room is DARK, then no items are shown when a person 'looks' 198 there. If a thing is DARK, then "look" does not list that object in 199 the room's Contents:, and if an exit is DARK, it doesn't show up in 200 the Obvious Exits: list. Puppets and audible objects with 201 @forwardlist are not concealed by this flag. Note that players, 202 puppets, and other "hearing" objects still trigger enter/leave 203 messages when in DARK areas. There is a config option for "full 204 invisibility": players and objects that are dark will be slightly 205 disguised in speech and poses. Such actions by these objects will 206 show as being from Someone or Something depending on whether it was 207 an object or wizard player. 209 208 210 209 See 'help DARK2' for more. … … 215 214 turn off their DARK flag, only Wizards can set their DARK flag. 216 215 217 Wizards who are DARK "disappear" completely -- they are not on the WHO218 list, do not announce connects and disconnects, etc.216 Wizards who are DARK "disappear" completely -- they are not on the 217 WHO list, do not announce connects and disconnects, etc. 219 218 & DEBUG 220 219 Flag: DEBUG (all types) 221 220 222 The DEBUG flag is used for debugging MUSHcode. It is meant to be used 223 in conjunction with the VERBOSE flag. If an object is set DEBUG, all 224 parser evaluation results will be shown to the object's owner and to 225 any dbrefs in the object's DEBUGFORWARDLIST, in the format: 221 The DEBUG flag is used for debugging MUSHcode. It is meant to be 222 used in conjunction with the VERBOSE flag. If an object is set 223 DEBUG, all parser evaluation results will be shown to the object's 224 owner and to any dbrefs in the object's DEBUGFORWARDLIST, in the 225 format: 226 226 227 227 #dbref! <string to evaluate> : … … 231 231 Note that verbose output is "#obj]" - debug output is "#obj!". 232 232 233 Because the parser does recursive evaluations, you will see successive234 messages evaluating specific parts of an expression. This enables you235 to pinpoint exactly which evaluation is going wrong.233 Because the parser does recursive evaluations, you will see 234 successive messages evaluating specific parts of an expression. This 235 enables you to pinpoint exactly which evaluation is going wrong. 236 236 237 237 To add a target to an object's DEBUGFORWARDLIST, the object must … … 263 263 The DESTROY_OK flag allows anyone to @destroy it. This is good for 264 264 "temporary" objects like "Can of Cola". If the object has a 265 @lock/destroy set, a player who doesn't control the object 266 must passthis lock in order to destroy it.265 @lock/destroy set, a player who doesn't control the object must pass 266 this lock in order to destroy it. 267 267 268 268 DESTROY_OK takes precedence over SAFE. … … 272 272 Flag: ENTER_OK (all types) 273 273 274 If an object or person is ENTER_OK, other players may 275 enter the object or person by using 'enter <object/person>'.276 Only objects which are ENTER_OK may be entered, regardless of the277 enter lock. Players must also have the ENTER_OK flag set if they wish278 to be able to receive things given to them by other players via the279 command 'give <player> = <object>'. 274 If an object or person is ENTER_OK, other players may enter the 275 object or person by using 'enter <object/person>'. Only objects 276 which are ENTER_OK may be entered, regardless of the enter 277 lock. Players must also have the ENTER_OK flag set if they wish to 278 be able to receive things given to them by other players via the 279 command 'give <player> = <object>'. 280 280 281 281 This flag has no effect on rooms. … … 292 292 Flag: FLOATING (rooms) 293 293 294 If a room is set floating, you will not be notified every 10 295 minutes or so that you have a disconnected room.296 A disconnected room may mean (depending on how the MUSH is297 configured) a room that can't be reached from room #0, or298 a room that can't be reached from room #0 and has no exits.294 If a room is set floating, you will not be notified every 10 minutes 295 or so that you have a disconnected room. A disconnected room may 296 mean (depending on how the MUSH is configured) a room that can't be 297 reached from room #0, or a room that can't be reached from room #0 298 and has no exits. 299 299 & GAGGED 300 300 Flag: GAGGED (players) 301 301 302 When set on a player, it disables him from doing anything 303 except moving and looking. He cannot talk, page, build, pose, get 304 or drop objects. Normally used as a penalty for those who break 305 MUSH rules. 302 When set on a player, it disables him from doing anything except 303 moving and looking. He cannot talk, page, build, pose, get or drop 304 objects. Normally used as a penalty for those who break MUSH rules. 306 305 307 306 Only wizards can set this flag. … … 317 316 Flag: HALT (all types) 318 317 319 While this flag is set, the object cannot perform any mush 320 actions, listen, be triggered, evaluate functions or substitutions, 321 etc. 318 While this flag is set, the object cannot perform any mush actions, 319 listen, be triggered, evaluate functions or substitutions, etc. 322 320 323 321 See also: @halt, @restart … … 336 334 Flag: HEAVY (all types) 337 335 338 A mortal player can teleport anything between two containers 339 they own, unless the thing to be teleported is set HEAVY.340 This flag canonly be set by royalty or wizards.336 A mortal player can teleport anything between two containers they 337 own, unless the thing to be teleported is set HEAVY. This flag can 338 only be set by royalty or wizards. 341 339 342 340 See also: @tel … … 351 349 Flag: TRUST (all types) 352 350 353 TRUST is a security flag used to prevent objects without authorization354 from using @force, @set, and @trigger on other objects.355 Authorization is successful if any of these are true:351 TRUST is a security flag used to prevent objects without 352 authorization from using @force, @set, and @trigger on other 353 objects. Authorization is successful if any of these are true: 356 354 357 355 1. The enactor is WIZARD ("wizards control all"). … … 361 359 362 360 That is, if a non-wizard player is set TRUST, all of their objects 363 may act on each other (case 2). Otherwise, only TRUST objects may act364 on TRUST objects (case 3) but any of the player's object may act on365 non-TRUST objects (case 4).366 367 Only TRUST or WIZARD objects may force their owners. 368 Players can always @force, @set, and @trigger their objects.361 may act on each other (case 2). Otherwise, only TRUST objects may 362 act on TRUST objects (case 3) but any of the player's object may act 363 on non-TRUST objects (case 4). 364 365 Only TRUST or WIZARD objects may force their owners. Players can 366 always @force, @set, and @trigger their objects. 369 367 370 368 This flag used to be called INHERIT, and INHERIT is still an alias … … 382 380 383 381 Objects which are WIZARD are not subject to any special criterion, 384 although they are automatically considered to be TRUST. 385 The normalcriteria for object control still apply.382 although they are automatically considered to be TRUST. The normal 383 criteria for object control still apply. 386 384 387 385 The TRUST flag protects against an object from being controlled by 388 anything not owned by its owner. This prevents someone who controls a389 zone master from doing things like @forcing an TRUST object to @force its390 owner.386 anything not owned by its owner. This prevents someone who controls 387 a zone master from doing things like @forcing an TRUST object to 388 @force its owner. 391 389 & JUDGE 392 390 & JURY_OK … … 425 423 Flag: LINK_OK (rooms, things) 426 424 427 If a room or object is LINK_OK, anyone can link exits to it (but 425 If a room or object is LINK_OK, anyone can link exits to it (but 428 426 still not from it). Also, LINK_OK overrides the TRUST protection 429 against @trigger (although not @force or @set). This also allows 427 against @trigger (although not @force or @set). This also allows 430 428 others to @parent their objects to the thing set LINK_OK. 431 429 … … 440 438 Flag: MONITOR (things, rooms) 441 439 442 When set on a thing or room, this flag activates the ^ listen patterns on 443 the object. Objects which have ^ listen patterns but are not set MONITOR 444 do not check those patterns. 445 446 When using the LISTEN Attribute Tree, you must set the Root Attribute 447 !NO_COMMAND. By default this Attribute/Attribute Root has been set 448 NO_COMMAND by the system. Attributes which are set HALT or NO_COMMAND 449 will not be evaluated for purposes of the ^ listen patterns 450 & MORTAL 451 The MORTAL flag is no longer available in PennMUSH. Please see help 452 changes for more information. 440 When set on a thing or room, this flag activates the ^ listen 441 patterns on the object. Objects which have ^ listen patterns but are 442 not set MONITOR do not check those patterns. 443 444 When using the LISTEN Attribute Tree, you must set the Root 445 Attribute !NO_COMMAND. By default this Attribute/Attribute Root has 446 been set NO_COMMAND by the system. Attributes which are set HALT or 447 NO_COMMAND will not be evaluated for purposes of the ^ listen 448 patterns 453 449 & MYOPIC 454 450 Flag: MYOPIC (players) … … 457 453 number and abbreviated list of flags when it is looked at. It makes 458 454 the world appear like you don't control any of it, even if you're a 459 wizard or royalty. It's useful if you don't like to see object numbers.460 This flag is only valid for players; objects belonging to MYOPIC461 players are automatically considered to be MYOPIC.455 wizard or royalty. It's useful if you don't like to see object 456 numbers. This flag is only valid for players; objects belonging to 457 MYOPIC players are automatically considered to be MYOPIC. 462 458 463 459 See also: DBREF … … 466 462 467 463 Mistrust prevents an object from controlling anything but 468 itself. This will also usually prevent it from examining anything else 469 non-VISUAL owned by the same player. It also prevents the object 470 from benefitting from its owner's no_pay, no_kill, and no_quota 471 powers, if any. 472 473 This flag can be used when you wish a single player to retain ownership 474 of objects that other players will use to run arbitrary commands, 475 and don't want those objects to be able to affect your objects. 476 477 (Note, however, that a Wizard object will ignore this flag, a see_all 478 object will still be able to examine anything, a no_pay object will 479 still have unlimited money, etc. This flag works best when no other 480 privileges are granted to the object.) 464 itself. This will also usually prevent it from examining anything 465 else non-VISUAL owned by the same player. It also prevents the 466 object from benefitting from its owner's no_pay, no_kill, and 467 no_quota powers, if any. 468 469 This flag can be used when you wish a single player to retain 470 ownership of objects that other players will use to run arbitrary 471 commands, and don't want those objects to be able to affect your 472 objects. 473 474 (Note, however, that a Wizard object will ignore this flag, a 475 see_all object will still be able to examine anything, a no_pay 476 object will still have unlimited money, etc. This flag works best 477 when no other privileges are granted to the object.) 481 478 482 479 See also: control … … 491 488 Flag: NO_COMMAND (all types) 492 489 493 The NO_COMMAND flag disables the checking of $-commands on an object. 494 Most MUSHes will be configured to automatically set this flag on rooms 495 and players. The server runs faster when fewer objects are checked for 496 $-commands; thus, any object which does not have $-commands on it should 497 be set NO_COMMAND. Many MUSHes choose to have all objects initially set 498 NO_COMMAND at creation. The flag has no effect on exits. 490 The NO_COMMAND flag disables the checking of $-commands on an 491 object. Most MUSHes will be configured to automatically set this 492 flag on rooms and players. The server runs faster when fewer objects 493 are checked for $-commands; thus, any object which does not have 494 $-commands on it should be set NO_COMMAND. Many MUSHes choose to 495 have all objects initially set NO_COMMAND at creation. The flag has 496 no effect on exits. 499 497 500 498 See also: USER-DEFINED COMMANDS … … 503 501 Flag: NO_LEAVE (objects) 504 502 505 When this flag is set on an object, players can not "leave" it. 506 Attempts to leave the object will trigger its @LFAIL, @OLFAIL, 507 and@ALFAIL, if set.503 When this flag is set on an object, players can not "leave" it. 504 Attempts to leave the object will trigger its @LFAIL, @OLFAIL, and 505 @ALFAIL, if set. 508 506 509 507 See also: leave … … 512 510 513 511 The NO_TEL flag prevents objects in a room from being @teleported; 514 mortals in the room cannot use @teleport, nor can other objects 515 @teleport them out. This flag is checked on the "absolute room" of an516 object; thus, if you are in a container in a room which is NO_TEL,517 you cannot use @teleport from that container. There is no way to518 get out of a NO_TEL room except by exiting in some "normal" manner,519 or by going "home". Puzzle rooms, prisons, and similar locations would520 probably benefit from this flag.512 mortals in the room cannot use @teleport, nor can other objects 513 @teleport them out. This flag is checked on the "absolute room" of 514 an object; thus, if you are in a container in a room which is 515 NO_TEL, you cannot use @teleport from that container. There is no 516 way to get out of a NO_TEL room except by exiting in some "normal" 517 manner, or by going "home". Puzzle rooms, prisons, and similar 518 locations would probably benefit from this flag. 521 519 & NO_WARN 522 520 & NOWARN … … 525 523 This flag is enabled with the MUSH building warning system. 526 524 527 When this flag is set on an object, its owner will not receive 528 any building warnings from that object. When it is set on a player,529 thatplayer will not receive any building warnings at all.525 When this flag is set on an object, its owner will not receive any 526 building warnings from that object. When it is set on a player, that 527 player will not receive any building warnings at all. 530 528 531 529 See also 'help warnings', 'help @warnings', and 'help @wcheck' … … 540 538 541 539 Note that NOSPOOF output can be spammy and that the output format of 542 NOSPOOF can mess up @listen and ^ patterns, giving unexpected results. 540 NOSPOOF can mess up @listen and ^ patterns, giving unexpected 541 results. 543 542 544 543 Sample output: … … 553 552 554 553 Used in conjunction with the NOSPOOF flag. If a player is set 555 PARANOID and NOSPOOF, @emits of all sorts are tagged with the 556 name and dbref of the person/object making them and the name of557 theobject's owner, if the emit was not from a player.554 PARANOID and NOSPOOF, @emits of all sorts are tagged with the name 555 and dbref of the person/object making them and the name of the 556 object's owner, if the emit was not from a player. 558 557 559 558 See NOSPOOF, SPOOFING, @emit, @pemit, @remit, and @oemit. … … 561 560 Flag: ON-VACATION (players) 562 561 563 This flag may be used by the MUSH to allow players to indicate when 562 This flag may be used by the MUSH to allow players to indicate when 564 563 they have left for vacation, to prevent themselves from being purged 565 564 for inactivity. Its usefulness depends on game policy. 566 565 567 You will be notified (periodically and on connect) if you leave this flag568 set, to remind you to unset it when you return from vacation.566 You will be notified (periodically and on connect) if you leave this 567 flag set, to remind you to unset it when you return from vacation. 569 568 & OPAQUE 570 569 Flag: OPAQUE (all types) 571 570 572 When set on yourself, it prevents other players from seeing what you are573 carrying in your inventory. This applies to everyone and everything,574 eve n wizards and royalty, or to stuff that you own. It works the same575 w ay on objects. This flag also prevents people inside an object576 from using look/outside.571 When set on yourself, it prevents other players from seeing what you 572 are carrying in your inventory. This applies to everyone and 573 everything, even wizards and royalty, or to stuff that you own. It 574 works the same way on objects. This flag also prevents people inside 575 an object from using look/outside. 577 576 578 577 When set on an exit in a TRANSPARENT room, the exit is displayed … … 585 584 Flag: ORPHAN (all types) 586 585 587 The ORPHAN flag severs the connection between an object and its 588 type ancestor, and prevents attributes from being589 retrieved from the ancestor. It has no effect on the object's590 true @parents, only onits use of the ancestor.586 The ORPHAN flag severs the connection between an object and its type 587 ancestor, and prevents attributes from being retrieved from the 588 ancestor. It has no effect on the object's true @parents, only on 589 its use of the ancestor. 591 590 592 591 See also: @parent, ancestors … … 601 600 Flag: PUPPET (things) 602 601 603 Setting this flag on a thing turns it into a sort of extension of its604 owner, making it grow eyes and ears. It then relays everything sees605 and hears back to its owner, unless the owner is in the same room.606 (If you set a puppet VERBOSE as well, it will relay even when the607 owner is in the same room).602 Setting this flag on a thing turns it into a sort of extension of 603 its owner, making it grow eyes and ears. It then relays everything 604 sees and hears back to its owner, unless the owner is in the same 605 room. (If you set a puppet VERBOSE as well, it will relay even when 606 the owner is in the same room). 608 607 609 608 See: @force, PUPPETS … … 611 610 Flag: QUIET (all types) 612 611 613 This flag when set on yourself prevents you from hearing 614 the 'set', 'triggered', 'Teleported.', and several other messages615 from any objects you own. When set on an object, only that object616 will notrelay its messages.612 This flag when set on yourself prevents you from hearing the 'set', 613 'triggered', 'Teleported.', and several other messages from any 614 objects you own. When set on an object, only that object will not 615 relay its messages. 617 616 & ROOM 618 617 Flag: ROOM (rooms) 619 618 620 This flag is automatically set on rooms when you @dig a new 621 room. Itcannot be changed.619 This flag is automatically set on rooms when you @dig a new room. It 620 cannot be changed. 622 621 & ROYALTY 623 622 Flag: ROYALTY (all types) … … 625 624 If this flag is set on any type of object, then that object will be 626 625 able to @tel and examine as if it was a wizard. Royalty players are 627 not affected by quotas or restricted building. Royalty is not able to 628 change things like a wizard could. Only wizards may set it on players, 629 although players who are ROYALTY may set their objects ROYALTY. 626 not affected by quotas or restricted building. Royalty is not able 627 to change things like a wizard could. Only wizards may set it on 628 players, although players who are ROYALTY may set their objects 629 ROYALTY. 630 630 & SAFE 631 631 Flag: SAFE (all types) … … 640 640 Flag: STICKY (all types) 641 641 642 If a thing or player is STICKY, it goes home when dropped (See HOMES).643 It also goes home when an object carrying it teleports or goes home,644 unless the object controls it.645 If a room is STICKY, its drop-to is delayed until the last person leaves646 (See DROP-TOs). Thisflag is meaningless for exits.642 If a thing or player is STICKY, it goes home when dropped (See 643 HOMES). It also goes home when an object carrying it teleports or 644 goes home, unless the object controls it. If a room is STICKY, its 645 drop-to is delayed until the last person leaves (See DROP-TOs). This 646 flag is meaningless for exits. 647 647 & SUSPECT 648 648 Flag: SUSPECT (all types) 649 649 650 650 This flag is only settable by wizards. Players with this flag have 651 their connects, disconnects, name changes, and kills reported to 652 all connected wizards. Actions by any object with this flag are 653 also logged to the MUSH log files. 654 & TEMPLE 655 The TEMPLE flag is no longer available in PennMUSH. Please see help 656 changes for more information. 651 their connects, disconnects, name changes, and kills reported to all 652 connected wizards. Actions by any object with this flag are also 653 logged to the MUSH log files. 657 654 & TERSE 658 655 Flag: TERSE (players, things) … … 661 658 success/failure messages in rooms. This is a useful flag if you're 662 659 on a slow connection or you're moving through a familiar area and 663 don't want to see tons of text. 664 665 When a player is TERSE, all of their objects are considered to be TERSE. 660 don't want to see tons of text. 661 662 When a player is TERSE, all of their objects are considered to be 663 TERSE. 666 664 & TRANSPARENT 667 665 Flag: TRANSPARENT (all types) 668 666 669 If this flag is set on a room, it will display exits in "long" format. 670 Instead of putting all the exits on one line under "Obvious exits:" 671 it prints each exit on a line by itself, in the format: 667 If this flag is set on a room, it will display exits in "long" 668 format. Instead of putting all the exits on one line under "Obvious 669 exits:" it prints each exit on a line by itself, in the format: 670 672 671 <Exit Name> leads to <Exit Destination>. 673 672 Thus, you might have: … … 686 685 687 686 If this flag is set on an exit, when a player looks at the exit they 688 will see the description and contents of the destination room following689 the exit's description. The exit list and succ/fail messages of the690 room will NOT be displayed. See also CLOUDY.687 will see the description and contents of the destination room 688 following the exit's description. The exit list and succ/fail 689 messages of the room will NOT be displayed. See also CLOUDY. 691 690 692 691 See also: CLOUDY, OPAQUE, EXITS, @exitformat … … 694 693 Flag: UNFINDABLE (all types) 695 694 696 If a player is set UNFINDABLE, he cannot be found by the @whereis 695 If a player is set UNFINDABLE, he cannot be found by the @whereis 697 696 command. You also cannot use loc(), locate(), and similar functions 698 to find his location, unless you have the see_all power or equivalent. 697 to find his location, unless you have the see_all power or 698 equivalent. 699 699 700 700 If a room is set UNFINDABLE, you cannot locate any of its contents … … 702 702 see_all or equivalent. 703 703 704 If a player who can @hide and idle is set UNFINDABLE, and he is idle past 705 the allowable maximum idle time, he will be hidden automatically. 704 If a player who can @hide and idle is set UNFINDABLE, and he is idle 705 past the allowable maximum idle time, he will be hidden 706 automatically. 706 707 & UNINSPECTED 707 708 Flag: UNINSPECTED (rooms) 708 709 709 This flag may be used by the MUSH to indicate rooms which have not been710 inspected by the Build
