PennMUSH Community

Changeset 1290

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Timestamp:
09/24/08 01:30:22 (2 months ago)
Author:
shawnw
Message:

More help file cleanup

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

    r1278 r1290  
    44 
    55  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. 
    88 
    99  You can talk to many people on the MUSH via the chat system, without 
    1010  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 are 
    15   currently listening to. Some channels are restricted to wizards or 
    16   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() 
    1818 
    1919& + 
     
    2424  This tells everyone on <channel> your <message>. You can prepend 
    2525  <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. 
    3534 
    3635See also: chat, CHAN_USEFIRSTMATCH 
     
    3837  @chatformat <object>[= <message>] 
    3938 
    40   The @chatformat attribute is evaluated when an object receives 
    41   a channel message. The evaluated result, is displayed to the 
    42   player, otherwise the default message is shown. A null result, 
    43   as long as the 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. 
    4443 
    4544  Registers: 
     
    106105 
    107106  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   in cases of ambiguity. Without this flag, attempting to use an 
     107  channel name matching will default to the first matching channel in 
     108  cases of ambiguity. Without this flag, attempting to use an 
    110109  ambiguous partial channel name will produce an error. 
    111110 
     
    141140 
    142141  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 your 
    145   status. See "help channel-list" for an explanation of how to read 
    146   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. 
    147146 
    148147  @channel/what will show you the channel's name, access information, 
     
    157156  @channel/title <channel>[=<string>] 
    158157 
    159   The @channel/who command shows you who is currently on a channel, 
    160   if you 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. 
    161160 
    162161  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, and 
    165   @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. If 
    169   you leave the channel, your title is cleared; use @channel/gag 
    170   instead (see help @channel3). You should escape any commas in 
    171   your title with backslashes. 
     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. 
    172171 
    173172  See "help @channel3" for more. 
     
    177176  @channel/recall <channel> [ = <lines|duration>[,<start line>] ] 
    178177 
    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. 
    191191 
    192192  @channel/recall shows you the most recent messages on the channel; 
     
    278278 
    279279  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. 
    283283 
    284284  The "join" lock restricts who can join the channel. 
     
    289289  mod lock on the channel, you can do anything short of deleting it. 
    290290 
    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. 
    293293 
    294294  See help @clock2 for how to use indirect locks to lock a channel to 
     
    296296 
    297297& @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 only be joined by an UNFINDABLE player: 
     298You 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 
     300be joined by an UNFINDABLE player: 
    301301 
    302302  >@clock/join unfindchannel=@#10 
     
    326326  ctitle(<channel>,<object>) 
    327327 
    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 channel 
    330   which you are 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. 
    331331& CSTATUS() 
    332332  cstatus(<channel>,<object>) 
    333333 
    334334  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   or it must visible be on the channel; "Off" is returned for 
     335  "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 
    337337  objects that you can not see on the channel. 
    338338& CDESC() 
     
    345345  cbuffer(<channel>) 
    346346 
    347   Return the description, number of users, number of messages, 
    348   or buffer size of <channel>, respectively. This information is 
    349   also displayed 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. 
    350350& CBUFFERADD() 
    351351  cbufferadd(<channel>, <text>[, <spoof>]) 
    352352 
    353   Adds text to a chan buffer without broadcasting it to all people on the 
    354   channel.  If <spoof> is true, it will spoof the encator (%#), and you 
    355   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. 
    356356 
    357357  This function is only usable by objects that pass the channel's @clock/mod. 
     
    376376  clflags(<channel>,<object>) 
    377377 
    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. 
    390388 
    391389  The clflags versions return a space-separated list of flag names, 
     
    397395 
    398396  With no arguments, channels() returns the list of all channel names 
    399   which are visible to the player. With two arguments, returns the list 
    400   of channel names to which the object is listening, delimited by 
     397  which are visible to the player. With two arguments, returns the 
     398  list of channel names to which the object is listening, delimited by 
    401399  <delimiter>. 
    402400 
    403401  With one argument, the behavior is ambiguous. If the argument 
    404   matches an object, returns the list of names to which the object 
    405   is listening, space-delimited. If not, it's treated as a no-argument 
     402  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 
    406404  case with a delimiter. 
    407405 
    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 
    410408  permission to join (or are joined to). 
    411409& CLOCK() 
     
    413411 
    414412  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. 
    419416 
    420417See also: @clock 
  • 1.8.3/trunk/game/txt/hlp/penncode.hlp

    r1032 r1290  
    11& code 
    22& contact 
    3 PennMUSH is developed by a team of developers whose names are 
    4 listed in 'help changes'.  Suggestions, comments, and bug reports are 
     3PennMUSH is developed by a team of developers whose names are listed 
     4in 'help changes'.  Suggestions, comments, and bug reports are 
    55welcome. 
    66 
     
    1616The latest version of this MUSH code is available at 
    1717http://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. 
     18pennmush-1.7.6p0.tar.Z, depending on the version number. You will also 
     19find files of translations of server messages into various languages 
     20in Source/translations/<version>. See help i18n for more. 
    2221 
    2322Also on that site is the MUSH manual, in /Manuals. It should be called 
    2423mushman.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 PennMUSH 
    26 Gods, in /pub/PennMUSH/Guide. A better way to read it is on the Web at 
    27 http://javelin.pennmush.org/~alansz/guide.html 
     24least version 2.007.  Also on that site is Javelin's Guide for 
     25PennMUSH Gods, in /pub/PennMUSH/Guide. A better way to read it is on 
     26the Web at http://javelin.pennmush.org/~alansz/guide.html 
    2827 
    2928& i18n 
  • 1.8.3/trunk/game/txt/hlp/pennflag.hlp

    r1032 r1290  
    22  @set <object>=[!]<flag name> 
    33 
    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). 
    1110 
    1211  To un-set a flag, use the exclamation point (!) before the flag 
    1312  name. For help on any particular flag, type: help <flag name> 
    1413 
    15   A descriptive list of flags is available in: help flag list 
    16   A complete list of flags is available through: @flag/list 
     14  A descriptive list of flags is available in: help flag list A 
     15  complete list of flags is available through: @flag/list 
    1716 
    1817(continued in help flags2) 
     
    2019  You can see the list of flags set on an object in several ways. 
    2120 
    22   1.  If you are allowed to examine the object. The flags are listed in 
    23   expanded word format on the line just below the object's name, after 
    24   the word "Flags:". 
    25   2.  Flag abbreviations are also visible after the object's name in the 
    26   room description (if the object is not set OPAQUE and you are not set 
    27   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). 
    2827  3.  The flags() function will also return the object's list of flag 
    2928  abbreviations. 
    3029 
    3130  Note: ROOM, PLAYER, EXIT, and GARBAGE are special flags which 
    32   indicate the TYPE of an object. The absence of these four special flags 
    33   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. 
    3433 
    3534See also: examine, flags(), hasflag(), orflags(), andflags(), orlflags(), 
     
    7776  Flag:  ANSI  (players) 
    7877   
    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 it 
    81   much easier to pick out where attributes begin and end, when examining 
     78  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 
    8281  complex objects. You must be using a terminal which supports ANSI 
    8382  control codes in order for this to work. Additionally, some MUSHes 
     
    10099   
    101100  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 to 
    104   the objects 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. 
    105104   
    106105  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 
    108107  up on a @sweep, even if they are set DARK. 
    109108    
     
    111110  
    112111& 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 broadcasted 
    115   to 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. 
    116115  Like AUDIBLE on exits, the message is prepended with the thing's 
    117116  @prefix attribute, and messages matching certain patterns may be 
    118117  filtered with @filter. If there is no @prefix, the message will be 
    119   prepended with "From <name of AUDIBLE object>," 
    120   The AUDIBLE object does 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. 
    121120  
    122121  The AUDIBLE flag allows most "emitters" (objects that listen for 
    123122  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   there is no danger of looping. 
     123  message is propagated only to the next room and no farther, so there 
     124  is no danger of looping. 
    126125& TRACK_MONEY 
    127126  Flag: TRACK_MONEY (players) 
    128127 
    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   to a 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. 
    132131 
    133132  > @set me=TRACK_MONEY 
     
    149148 
    150149  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 
    152151  @create) to registered builders only. If you are on a MUSH that does 
    153152  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. 
    156155 
    157156See also: POWERS, @power, @dig, @open, @create 
     
    159158  Flag:  CHOWN_OK  (things, rooms, exits) 
    160159 
    161   You can set this flag on an object you own to allow other players  
    162   to transfer ownership of the object to themselves (using @chown). 
    163   You must be carrying the thing, or in the room in order to set the 
    164   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. 
    165164 
    166165See also: @chown 
     
    172171  following the exit's description. 
    173172 
    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 
    175174  exit they will see only the description of the destination room 
    176175  following the exit's description, and will not see contents. 
     
    185184  Flag:  CONNECTED  (players) 
    186185 
    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 
    192191  connected. Consider using conn(), lwho(), or mwho() instead. 
    193192 
     
    196195  Flag:  DARK  (all types) 
    197196 
    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 that  
    200   object in the room's Contents:, and if an exit is DARK, it doesn't 
    201   show up in the Obvious Exits: list.  Puppets and audible objects 
    202   with @forwardlist are not concealed by this flag.  Note that players, 
    203   puppets, and other "hearing" objects still trigger enter/leave messages 
    204   when in DARK areas.  There is a config option for "full invisibility": 
    205   players and objects that are dark will be slightly disguised in 
    206   speech and poses.  Such actions by these objects will show as being 
    207   from Someone or Something depending on whether it was an object or 
    208   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. 
    209208 
    210209  See 'help DARK2' for more. 
     
    215214  turn off their DARK flag, only Wizards can set their DARK flag. 
    216215 
    217   Wizards who are DARK "disappear" completely -- they are not on the WHO 
    218   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. 
    219218& DEBUG 
    220219  Flag: DEBUG  (all types) 
    221220   
    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: 
    226226  
    227227  #dbref! <string to evaluate> : 
     
    231231  Note that verbose output is "#obj]" - debug output is "#obj!". 
    232232   
    233   Because the parser does recursive evaluations, you will see successive 
    234   messages evaluating specific parts of an expression. This enables you 
    235   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. 
    236236 
    237237  To add a target to an object's DEBUGFORWARDLIST, the object must 
     
    263263  The DESTROY_OK flag allows anyone to @destroy it. This is good for 
    264264  "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 pass this 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. 
    267267 
    268268  DESTROY_OK takes precedence over SAFE. 
     
    272272  Flag:  ENTER_OK  (all types) 
    273273  
    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 the 
    277   enter lock. Players must also have the ENTER_OK flag set if they wish 
    278   to be able to receive  things given to them by other players via the  
    279   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>'. 
    280280 
    281281  This flag has no effect on rooms. 
     
    292292  Flag:  FLOATING (rooms) 
    293293 
    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 is 
    297   configured) a room that can't be reached from room #0, or 
    298   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. 
    299299& GAGGED 
    300300  Flag: GAGGED (players) 
    301301 
    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. 
    306305 
    307306  Only wizards can set this flag. 
     
    317316  Flag:  HALT   (all types) 
    318317 
    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. 
    322320 
    323321See also: @halt, @restart 
     
    336334  Flag:  HEAVY (all types) 
    337335 
    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 can only 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. 
    341339 
    342340See also: @tel 
     
    351349  Flag:  TRUST  (all types) 
    352350 
    353   TRUST is a security flag used to prevent objects without authorization 
    354   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: 
    356354  
    357355     1. The enactor is WIZARD ("wizards control all"). 
     
    361359 
    362360  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 act 
    364   on TRUST objects (case 3) but any of the player's object may act on 
    365   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. 
    369367 
    370368  This flag used to be called INHERIT, and INHERIT is still an alias 
     
    382380 
    383381  Objects which are WIZARD are not subject to any special criterion, 
    384   although they are automatically considered to be TRUST. 
    385   The normal criteria for object control still apply. 
     382  although they are automatically considered to be TRUST.  The normal 
     383  criteria for object control still apply. 
    386384  
    387385  The TRUST flag protects against an object from being controlled by 
    388   anything not owned by its owner. This prevents someone who controls a 
    389   zone master from doing things like @forcing an TRUST object to @force its 
    390   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. 
    391389& JUDGE 
    392390& JURY_OK 
     
    425423  Flag: LINK_OK  (rooms, things) 
    426424 
    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 
    428426  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 
    430428  others to @parent their objects to the thing set LINK_OK. 
    431429 
     
    440438  Flag:  MONITOR  (things, rooms) 
    441439  
    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 
    453449& MYOPIC 
    454450  Flag:  MYOPIC  (players) 
     
    457453  number and abbreviated list of flags when it is looked at. It makes 
    458454  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 MYOPIC 
    461   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. 
    462458 
    463459See also: DBREF 
     
    466462 
    467463  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.) 
    481478 
    482479See also: control 
     
    491488  Flag:  NO_COMMAND  (all types) 
    492489   
    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. 
    499497 
    500498See also: USER-DEFINED COMMANDS 
     
    503501  Flag: NO_LEAVE (objects) 
    504502   
    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. 
    508506 
    509507See also: leave 
     
    512510 
    513511  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 an 
    516   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 t
    518   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 would 
    520   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 n
     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. 
    521519& NO_WARN 
    522520& NOWARN 
     
    525523  This flag is enabled with the MUSH building warning system. 
    526524 
    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   that player 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. 
    530528 
    531529  See also 'help warnings', 'help @warnings', and 'help @wcheck' 
     
    540538   
    541539  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. 
    543542 
    544543  Sample output: 
     
    553552 
    554553  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 of 
    557   the object'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. 
    558557 
    559558  See NOSPOOF, SPOOFING, @emit, @pemit, @remit, and @oemit. 
     
    561560  Flag: ON-VACATION (players) 
    562561 
    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 
    564563  they have left for vacation, to prevent themselves from being purged 
    565564  for inactivity. Its usefulness depends on game policy. 
    566565 
    567   You will be notified (periodically and on connect) if you leave this flag  
    568   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. 
    569568& OPAQUE 
    570569  Flag:  OPAQUE  (all types) 
    571570 
    572   When set on yourself, it prevents other players from seeing what you are 
    573   carrying in your inventory. This applies to everyone and everything, 
    574   even wizards and royalty, or to stuff that you own. It works the same 
    575   way on objects. This flag also prevents people inside an object 
    576   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. 
    577576 
    578577  When set on an exit in a TRANSPARENT room, the exit is displayed 
     
    585584  Flag:  ORPHAN   (all types) 
    586585 
    587   The ORPHAN flag severs the connection between an object and its 
    588   type ancestor, and prevents attributes from being 
    589   retrieved from the ancestor. It has no effect on the object's  
    590   true @parents, only on its 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. 
    591590 
    592591See also: @parent, ancestors 
     
    601600  Flag:  PUPPET  (things) 
    602601   
    603   Setting this flag on a thing turns it into a sort of extension of its 
    604   owner, making it grow eyes and ears. It then relays everything sees 
    605   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 the 
    607   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). 
    608607 
    609608See: @force, PUPPETS 
     
    611610  Flag:  QUIET  (all types) 
    612611 
    613   This flag when set on yourself prevents you from hearing  
    614   the 'set', 'triggered', 'Teleported.', and several other messages  
    615   from any objects you own.  When set on an object, only that object  
    616   will not relay 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. 
    617616& ROOM 
    618617  Flag:  ROOM  (rooms) 
    619618 
    620   This flag is automatically set on rooms when you @dig a new 
    621   room. It cannot be changed. 
     619  This flag is automatically set on rooms when you @dig a new room. It 
     620  cannot be changed. 
    622621& ROYALTY 
    623622  Flag:  ROYALTY  (all types) 
     
    625624  If this flag is set on any type of object, then that object will be 
    626625  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. 
    630630& SAFE 
    631631  Flag:  SAFE  (all types) 
     
    640640  Flag:  STICKY  (all types) 
    641641 
    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 leaves  
    646   (See DROP-TOs). This flag 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. 
    647647& SUSPECT 
    648648  Flag:  SUSPECT  (all types) 
    649649 
    650650  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. 
    657654& TERSE 
    658655  Flag:  TERSE  (players, things) 
     
    661658  success/failure messages in rooms. This is a useful flag if you're 
    662659  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. 
    666664& TRANSPARENT 
    667665  Flag:  TRANSPARENT  (all types) 
    668666 
    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 
    672671  <Exit Name> leads to <Exit Destination>. 
    673672  Thus, you might have: 
     
    686685 
    687686  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 following 
    689   the exit's description.  The exit list and succ/fail messages of the 
    690   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. 
    691690 
    692691See also: CLOUDY, OPAQUE, EXITS, @exitformat 
     
    694693  Flag:  UNFINDABLE  (all types) 
    695694   
    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 
    697696  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. 
    699699   
    700700  If a room is set UNFINDABLE, you cannot locate any of its contents 
     
    702702  see_all or equivalent. 
    703703   
    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. 
    706707& UNINSPECTED  
    707708  Flag: UNINSPECTED (rooms) 
    708709 
    709   This flag may be used by the MUSH to indicate rooms which have not been 
    710   inspected by the Build