Changeset 1298
- Timestamp:
- 09/30/08 23:03:09 (2 months ago)
- Files:
-
- 1.8.3/branches/devel/CHANGES.182 (modified) (1 diff)
- 1.8.3/branches/devel/CHANGES.183 (modified) (3 diffs)
- 1.8.3/branches/devel/Makefile.in (modified) (1 diff)
- 1.8.3/branches/devel/Patchlevel (modified) (1 diff)
- 1.8.3/branches/devel/game/txt/hlp/pennchat.hlp (modified) (15 diffs)
- 1.8.3/branches/devel/game/txt/hlp/penncmd.hlp (modified) (28 diffs)
- 1.8.3/branches/devel/game/txt/hlp/penncode.hlp (modified) (2 diffs)
- 1.8.3/branches/devel/game/txt/hlp/pennflag.hlp (modified) (45 diffs)
- 1.8.3/branches/devel/game/txt/hlp/pennfunc.hlp (modified) (248 diffs)
- 1.8.3/branches/devel/game/txt/hlp/pennmail.hlp (modified) (11 diffs)
- 1.8.3/branches/devel/game/txt/hlp/penntop.hlp (modified) (32 diffs)
- 1.8.3/branches/devel/game/txt/hlp/pennv182.hlp (modified) (1 diff)
- 1.8.3/branches/devel/game/txt/hlp/pennv183.hlp (modified) (2 diffs)
- 1.8.3/branches/devel/game/txt/hlp/pennvOLD.hlp (modified) (1 diff)
- 1.8.3/branches/devel/hdrs/externs.h (modified) (6 diffs)
- 1.8.3/branches/devel/hdrs/function.h (modified) (1 diff)
- 1.8.3/branches/devel/hdrs/version.h (modified) (1 diff)
- 1.8.3/branches/devel/src/access.c (modified) (2 diffs)
- 1.8.3/branches/devel/src/game.c (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
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1.8.3/branches/devel/CHANGES.182
r1192 r1298 13 13 14 14 ========================================================================== 15 Version 1.8.2 patchlevel 9 ??? ??, 200816 17 Fixes:18 * Hard-to-trigger double free() in help file reindexing fixed.19 20 Functions:21 * The undocumented (And unusable) orpowers() and andpowers() functions22 were removed.23 24 Documentation:25 * andlpowers() and orlpowers() were missing help files. Reported by26 Parusso.27 28 15 Version 1.8.2 patchlevel 8 Jan 01, 2008 29 16 1.8.3/branches/devel/CHANGES.183
r1275 r1298 16 16 ========================================================================== 17 17 18 Version 1.8.3 patchlevel 7 ??? ??, 2008 19 18 Version 1.8.3 patchlevel 7 Oct 01, 2008 19 20 Minor changes: 20 21 Minor changes: 21 22 * If compiling with a recent enough version of gcc to support the … … 64 65 characters. Suggested by Nyssa, patch by Talvo. 65 66 * baseconv() now supports up to base64. 67 * The undocumented (And unusable) orpowers() and andpowers() functions 68 were removed. 69 * andlpowers() and orlpowers() were missing help files. Reported by 70 Parusso. 66 71 67 72 Fixes: 68 73 * Potential infinite loop in error logging fixed. Reported by Yuriko. 69 * Fixes from 1.8.2p970 74 * Compilation fixes on various platforms. [SW] 71 75 * A repeatingly crashing info_slave won't block login attempts. … … 79 83 * Many help file and source documentation fixes reported by far too 80 84 many people to list. 85 * Hard-to-trigger double free() in help file reindexing fixed. 81 86 82 87 Version 1.8.3 patchlevel 6 Jan 01, 2008 1.8.3/branches/devel/Makefile.in
r1207 r1298 4 4 5 5 VERSION=1.8.3 6 PATCHLEVEL= 66 PATCHLEVEL=7 7 7 8 8 # 1.8.3/branches/devel/Patchlevel
r1166 r1298 1 1 Do not edit this file. It is maintained by the official PennMUSH patches. 2 This is PennMUSH 1.8.3p 62 This is PennMUSH 1.8.3p7 1.8.3/branches/devel/game/txt/hlp/pennchat.hlp
r1263 r1298 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 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. 350 & CBUFFERADD() 351 cbufferadd(<channel>, <text>[, <spoof>]) 352 353 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. 356 357 This function is only usable by objects that pass the channel's @clock/mod. 350 358 & CBUFFERADD() 351 359 cbufferadd(<channel>, <text>[, <spoof>]) … … 376 384 clflags(<channel>,<object>) 377 385 378 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. 386 With one argument, cflags() returns a list of flags set on the given 387 channel, represented as a string of characters. See 'help 388 channel-list' for the list of flags (they appear in the "Access" 389 column). You must be able to see the channel to use this function. 390 391 With two arguments, cflags() returns a list of flags for that object 392 on that channel, currently a string consisting of zero or more of 393 "G" (gagging), "Q" (muted), and "H" (hidden). You must be able to 394 see that channel and to examine the object to use this function. If 395 the object is not on the channel, an error is returned. 390 396 391 397 The clflags versions return a space-separated list of flag names, … … 397 403 398 404 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 by405 which are visible to the player. With two arguments, returns the 406 list of channel names to which the object is listening, delimited by 401 407 <delimiter>. 402 408 403 409 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-argument410 matches an object, returns the list of names to which the object is 411 listening, space-delimited. If not, it's treated as a no-argument 406 412 case with a delimiter. 407 413 408 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 414 If you don't have permission to examine the object, you only see 415 those channels to which the object belong for which you have 410 416 permission to join (or are joined to). 411 417 & CLOCK() … … 413 419 414 420 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. 421 own the channel or are See_All. If no locktype is given, "JOIN" is 422 assumed. With two arguments, sets the lock if you would be able to 423 do so via @clock. 419 424 420 425 See also: @clock 1.8.3/branches/devel/game/txt/hlp/penncmd.hlp
r1264 r1298 3812 3812 drop <object> 3813 3813 3814 Drops <object>, if you are presently carrying it. If the room the object 3815 is dropped in has a DROP-TO set, the object may automatically be sent 3816 to another location. Some MUSHes may have @lock/drop enabled, which 3817 allows you to set who is permitted to drop the object. 3818 3819 Note that as of 1.6.6, the TEMPLE flag and SACRIFICING have been 3820 disabled. 3814 Drops <object>, if you are presently carrying it. If the room the 3815 object is dropped in has a DROP-TO set, the object may automatically 3816 be sent to another location. Some MUSHes may have @lock/drop 3817 enabled, which allows you to set who is permitted to drop the 3818 object. 3821 3819 3822 3820 See also: STICKY, DROP-TO … … 3824 3822 enter <object> 3825 3823 3826 Used to enter a thing or player. You can only enter an object if 3827 youown it or if it is set ENTER_OK. You must also pass the enter-lock,3824 Used to enter a thing or player. You can only enter an object if you 3825 own it or if it is set ENTER_OK. You must also pass the enter-lock, 3828 3826 if it is set. Entering an object triggers is @enter/@oenter/@oxenter 3829 3827 messages and its @aenter actions. If you fail the enter-lock, the … … 3832 3830 Insides of objects are best used for vehicles, or storage spaces 3833 3831 when you don't have a home. You can describe the interior of an 3834 object differently from its exterior by using @idescribe. 3832 object differently from its exterior by using @idescribe. 3835 3833 3836 3834 See: @enter, @oenter, @oxenter, @aenter, leave, @lock, @idesc, INTERIORS … … 3840 3838 rules [<topic>] 3841 3839 3842 These commands, like news, work the same way as the help command, except 3843 that the information provided in them is specific to this particular 3844 MUSH. Not all MUSHes will have both or either of these commands enabled. 3840 These commands, like news, work the same way as the help command, 3841 except that the information provided in them is specific to this 3842 particular MUSH. Not all MUSHes will have both or either of these 3843 commands enabled. 3845 3844 3846 3845 See also: news, help … … 3905 3904 empty <object> 3906 3905 3907 The empty command attempts to move all the contents of <object> 3908 to <object>'s location. You must either be holding <object>3909 (in which case the command is like getting <object>'s <item>3910 for each item) or be in the same location as <object> (in which3911 case the command islike getting <object>'s <item> and dropping it).3906 The empty command attempts to move all the contents of <object> to 3907 <object>'s location. You must either be holding <object> (in which 3908 case the command is like getting <object>'s <item> for each item) or 3909 be in the same location as <object> (in which case the command is 3910 like getting <object>'s <item> and dropping it). 3912 3911 3913 3912 The empty command assumes that all <object>'s items pass through the 3914 hands of the player running the command. Therefore, the same kinds of 3915 locks and messages that are applied in a possessive get (and, possibly, 3916 a drop) are applied to each item in <object>. It is therefore possible 3917 to fail to empty an object for many reasons, even when you could do so 3918 using "extraphysical" methods (teleporting items, forcing the object 3919 to drop them, or forcing the items to leave the object.) 3913 hands of the player running the command. Therefore, the same kinds 3914 of locks and messages that are applied in a possessive get (and, 3915 possibly, a drop) are applied to each item in <object>. It is 3916 therefore possible to fail to empty an object for many reasons, even 3917 when you could do so using "extraphysical" methods (teleporting 3918 items, forcing the object to drop them, or forcing the items to 3919 leave the object.) 3920 3920 3921 3921 See also: get, drop … … 3925 3925 take <object> 3926 3926 3927 You pick up object, if you pass the object's @lock and the container's 3928 @lock/take (if set). You can also do get <thing>'s <object>, which will 3929 fail if thing is not ENTER_OK, thing has a take-lock that blocks you, 3930 or object is locked against you. Some MUSHes choose to disable the 3931 ability to take an object in someone else's inventory. 3927 You pick up object, if you pass the object's @lock and the 3928 container's @lock/take (if set). You can also do get <thing>'s 3929 <object>, which will fail if thing is not ENTER_OK, thing has a 3930 take-lock that blocks you, or object is locked against you. Some 3931 MUSHes choose to disable the ability to take an object in someone 3932 else's inventory. 3932 3933 3933 3934 See also: @lock, ENTER_OK, give, drop, @success, inventory … … 3935 3936 @abuy <object> = <action list> 3936 3937 3937 Sets the actions to be taken after a player buys an item 3938 from PRICELIST. The item purchased is passed in as %0,3939 and the amountpaid as %13938 Sets the actions to be taken after a player buys an item from 3939 PRICELIST. The item purchased is passed in as %0, and the amount 3940 paid as %1 3940 3941 3941 3942 See also: buy, @buy, @obuy, @pricelist, MONEY, ACTION LISTS … … 3953 3954 Sets the message that will be show to others whenever someone buys 3954 3955 an item from the object's PRICELIST using the 'buy' command. The 3955 name of the person giving the money will be automatically inserted at3956 the beginning of the message. The item purchased is passed in as %0,3957 and the amount paid as %1.3956 name of the person giving the money will be automatically inserted 3957 at the beginning of the message. The item purchased is passed in as 3958 %0, and the amount paid as %1. 3958 3959 3959 3960 See also: buy, @abuy, @obuy, @pricelist, MONEY … … 3961 3962 @pricelist <object>=<item1>:<price1>[,<price2>][ <item2>:...] 3962 3963 3963 The PRICELIST attribute is a space-delimited list of item names 3964 andprices that are checked when the 'buy' command is run.3965 3966 An item name may have '_'s where the player would use a space in 3967 thename.3968 3969 A price is either a number (20), a range of numbers (10-30), or 3970 aminimum number (10+).3964 The PRICELIST attribute is a space-delimited list of item names and 3965 prices that are checked when the 'buy' command is run. 3966 3967 An item name may have '_'s where the player would use a space in the 3968 name. 3969 3970 A price is either a number (20), a range of numbers (10-30), or a 3971 minimum number (10+). 3971 3972 3972 3973 ex: … … 3979 3980 When you try buying an item, PRICELIST attributes on nearby objects 3980 3981 (or <vendor> if given) will be checked for matching item:costs. If 3981 <cost> is given, the first item that matches that cost will be purchased. 3982 Otherwise, the first matching item that you can afford will be purchased. 3983 3984 If the pricelist match contains a list of prices, 3985 ITEM:30,20,10, the first one you can afford will be the resulting price. 3982 <cost> is given, the first item that matches that cost will be 3983 purchased. Otherwise, the first matching item that you can afford 3984 will be purchased. 3985 3986 If the pricelist match contains a list of prices, ITEM:30,20,10, the 3987 first one you can afford will be the resulting price. 3986 3988 3987 3989 ex: … … 4000 4002 give <object> to <player> 4001 4003 4002 Gives player the specified <number> of pennies or <object>. You can't give4003 someone pennies if their new total would be greater than 100000 pennies.4004 (No reason to get greedy). The /silent switch suppresses the default4005 message indicating how many pennies were given. Wizards may "give"4006 a negative number of pennies.4004 Gives player the specified <number> of pennies or <object>. You 4005 can't give someone pennies if their new total would be greater than 4006 100000 pennies. (No reason to get greedy). The /silent switch 4007 suppresses the default message indicating how many pennies were 4008 given. Wizards may "give" a negative number of pennies. 4007 4009 4008 4010 You may also give players objects, but the other player must be set 4009 4011 ENTER_OK in order to receive something you give. 4010 4012 4011 Giving money to an object gives the money to the object's owner. Some4012 MUSHes may have @lock/give enabled, which determines who is allowed4013 to give an object.4013 Giving money to an object gives the money to the object's 4014 owner. Some MUSHes may have @lock/give enabled, which determines who 4015 is allowed to give an object. 4014 4016 4015 4017 See also: @pay, @cost, @lock, inventory, @receive, @give … … 4022 4024 move home 4023 4025 4024 Goes in the specified direction. <Direction> can be the name or alias of4025 a n exit in your area, the enter alias of an object in your area, or4026 the leave alias of the object you are in. You do not need to use the4027 word 'go' or 'move', in fact -- simply typing the direction will havethe4028 same effect.4029 4030 'go home' is a special command that returns you to your home room/object.4031 Some MUSHes may disable this command.4026 Goes in the specified direction. <Direction> can be the name or 4027 alias of an exit in your area, the enter alias of an object in your 4028 area, or the leave alias of the object you are in. You do not need 4029 to use the word 'go' or 'move', in fact -- simply typing the 4030 direction will have the same effect. 4031 4032 'go home' is a special command that returns you to your home 4033 room/object. Some MUSHes may disable this command. 4032 4034 4033 4035 See also: HOME, @link, @ealias, @lalias, EXITS … … 4040 4042 INFO 4041 4043 4042 This command returns some information about the MUSH you are on, such4043 as its version number, time of last restart, number of players currently4044 c onnected, and size of database. It can be issued from the connect4045 screen.4044 This command returns some information about the MUSH you are on, 4045 such as its version number, time of last restart, number of players 4046 currently connected, and size of database. It can be issued from the 4047 connect screen. 4046 4048 & inventory 4047 4049 inventory 4048 4050 4049 Lists what you are carrying. Can be abbreviated by just 'i', or 'inv'.4050 It also tells you how much MUSH money you have. If you are not set4051 OPAQUE, others will also be able to see what is in your inventory by4052 looking at you.4053 4054 Note that on some MUSHes it is possible to take things that are in 4051 Lists what you are carrying. Can be abbreviated by just 'i', or 4052 'inv'. It also tells you how much MUSH money you have. If you are 4053 not set OPAQUE, others will also be able to see what is in your 4054 inventory by looking at you. 4055 4056 Note that on some MUSHes it is possible to take things that are in 4055 4057 someone else's inventory. To be safe, @lock any objects that you do 4056 4058 not want to lose. … … 4060 4062 kill <player/thing> [=<cost>] 4061 4063 4062 Attempts to kill the specified object. Killing costs <cost> pennies, which 4063 gives you a <cost>% chance of killing the player. Thus, spending 100 4064 pennies always works (except against wizards, who can never be killed). 4065 If you don't specify a cost, the default is 10 (i.e. 10%). The player, 4066 if killed, receives <cost>/2 pennies in insurance. 4064 Attempts to kill the specified object. Killing costs <cost> pennies, 4065 which gives you a <cost>% chance of killing the player. Thus, 4066 spending 100 pennies always works (except against wizards, who can 4067 never be killed). If you don't specify a cost, the default is 10 4068 (i.e. 10%). The player, if killed, receives <cost>/2 pennies in 4069 insurance. 4067 4070 4068 4071 You can not kill a player in a room that they control unless you … … 4075 4078 leave 4076 4079 4077 The command leave allows you to exit an object you have enter'ed 4080 The command leave allows you to exit an object you have enter'ed 4078 4081 into. When you leave an object, its @leave/@oleave/@oxleave messages 4079 are triggered, and its @aleave actions are triggered. 4080 4081 The NO_LEAVE flag may be enabled on some MUSHes. Objects set with this4082 flag cannot be left. @lock/leave may also be enabled on some MUSHes,4083 which allows you to set who can leave the object. If you fail to4084 leave, the object's @lfail/@olfail/@alfail messages/actions will be4085 triggered.4082 are triggered, and its @aleave actions are triggered. 4083 4084 The NO_LEAVE flag may be enabled on some MUSHes. Objects set with 4085 this flag cannot be left. @lock/leave may also be enabled on some 4086 MUSHes, which allows you to set who can leave the object. If you 4087 fail to leave, the object's @lfail/@olfail/@alfail messages/actions 4088 will be triggered. 4086 4089 4087 4090 See also: enter, @leave, @lfail, @lock, INTERIORS … … 4101 4104 look/outside 4102 4105 4103 Displays the description of <object>, or the room you're in if you don't4104 name a specific object. You can specify object as <name> or #<dbref> or4105 'me' or 'here'. On some MUSHes, 'read' may work the same as 'look'. The4106 second form of this command allows you to look at objects held by other4107 people, if the person is not OPAQUE.4106 Displays the description of <object>, or the room you're in if you 4107 don't name a specific object. You can specify object as <name> or 4108 #<dbref> or 'me' or 'here'. On some MUSHes, 'read' may work the same 4109 as 'look'. The second form of this command allows you to look at 4110 objects held by other people, if the person is not OPAQUE. 4108 4111 4109 Look can take one switch, "outside". look/outside allows you to 4110 look at objects outside your current location, as long as your4111 immediatelocation is not a room, and is not OPAQUE.4112 Look can take one switch, "outside". look/outside allows you to look 4113 at objects outside your current location, as long as your immediate 4114 location is not a room, and is not OPAQUE. 4112 4115 4113 4116 (continued in help look2) 4114 4117 & look2 4115 If you look at an object that is not set OPAQUE, you will see any non-DARK 4116 items in its inventory. You can look at DARK items in your location if 4117 you know what their name is by typing 'look <object>', but they will 4118 not show up in the list of contents. 4119 4120 When you type 'look' alone, you look at your current location. For a room, 4121 this normally shows you the room's description, the list of contents, and 4122 any obvious exits from the room. For an object, it only shows you the 4123 interior description (@idescribe). 4124 4125 If a room is set DARK, when you look you will not see any of the exits 4126 or contents of the room, unless they are set LIGHT. 4118 4119 If you look at an object that is not set OPAQUE, you will see any 4120 non-DARK items in its inventory. You can look at DARK items in your 4121 location if you know what their name is by typing 'look <object>', 4122 but they will not show up in the list of contents. 4123 4124 When you type 'look' alone, you look at your current location. For a 4125 room, this normally shows you the room's description, the list of 4126 contents, and any obvious exits from the room. For an object, it 4127 only shows you the interior description (@idescribe). 4128 4129 If a room is set DARK, when you look you will not see any of the 4130 exits or contents of the room, unless they are set LIGHT. 4127 4131 4128 4132 'look' may be abbreviated 'l'. … … 4132 4136 news [<topic>] 4133 4137 4134 The news system works just like the help system. Many MUSHes use it to4135 provide standard information on the rules, theme, and customized4136 commands of the particular MUSH. It is highly recommended that you 4138 The news system works just like the help system. Many MUSHes use it 4139 to provide standard information on the rules, theme, and customized 4140 commands of the particular MUSH. It is highly recommended that you 4137 4141 read it regularly. 4138 4142 & page 4139 4143 page[/<switch>] [<player-list>=]<message>. 4140 4144 4141 This command sends a message to a player or list of players. If 4142 the player's name contains spaces, surround it with double-quotes.4143 Ifyou have already paged someone since connecting, just typing:4145 This command sends a message to a player or list of players. If the 4146 player's name contains spaces, surround it with double-quotes. If 4147 you have already paged someone since connecting, just typing: 4144 4148 4145 4149 'page <message>' or 'page =<message>' 4146 4150 4147 will send the message to the last person paged. You cannot page a 4151 will send the message to the last person paged. You cannot page a 4148 4152 player if they are set HAVEN or if you do not pass their @lock/page. 4149 In the latter case, the player's PAGE_LOCK`FAILURE, PAGE_LOCK`OFAILURE, 4150 and PAGE_LOCK`AFAILURE attributes will be activated if set. 4153 In the latter case, the player's PAGE_LOCK`FAILURE, 4154 PAGE_LOCK`OFAILURE, and PAGE_LOCK`AFAILURE attributes will be 4155 activated if set. 4151 4156 4152 4157 Examples: … … 4160 4165 & page2 4161 4166 Page will attempt a partial match on the name, checking both for an 4162 @alias and to see if the name matches someone connected. If the first4163 character of <message> is a : or a ;, it will send the page in pose4164 format.4165 4166 Objects may page players, but not vice versa. If an object pages 4167 a NOSPOOF player, that player will see the object's number in4168 square brackets, in front of the message, in a fashion similar to4169 the wayNOSPOOF flags emits.4170 4171 When a player is paged, their PAGEFORMAT attribute is checked, and if4172 exists, the page as viewed by the player is set to the results of4167 @alias and to see if the name matches someone connected. If the 4168 first character of <message> is a : or a ;, it will send the page in 4169 pose format. 4170 4171 Objects may page players, but not vice versa. If an object pages a 4172 NOSPOOF player, that player will see the object's number in square 4173 brackets, in front of the message, in a fashion similar to the way 4174 NOSPOOF flags emits. 4175 4176 When a player is paged, their PAGEFORMAT attribute is checked, and 4177 if exists, the page as viewed by the player is set to the results of 4173 4178 calling PAGEFORMAT. See help @pageformat 4174 4179 4175 Page takes five switches: /list, /blind, /noeval, /override, and /port. 4180 Page takes five switches: /list, /blind, /noeval, /override, and 4181 /port. 4182 4176 4183 The /list and /blind switches provide two different ways of handling 4177 4184 pages to lists of players. With /list, each paged player sees the 4178 4185 list of who was paged, and the paging player is notified only once. 4179 With /blind, it's as if each player was individually paged. 4180 Thedefault list behavior is set by the blind_page @config option.4186 With /blind, it's as if each player was individually paged. The 4187 default list behavior is set by the blind_page @config option. 4181 4188 The /noeval switch prevents the MUSH from evaluating the message. 4182 The /override switch is admin-only, and overrides pagelocks and HAVEN. 4183 The /port switch is admin-only, and will page a port descriptor directly, 4184 including connections that have not yet logged into a player. 4189 The /override switch is admin-only, and overrides pagelocks and 4190 HAVEN. 4191 The /port switch is admin-only, and will page a port descriptor 4192 directly, including connections that have not yet logged into a 4193 player. 4185 4194 4186 4195 See also: @lock, @alias, @pageformat, pose, :, ;, HAVEN, NOSPOOF, FLAGS … … 4196 4205 ;<action pose> 4197 4206 4198 Displays your name followed by the statement you posed. May be abbreviated4199 by the ':' symbol. Normally, a space is placed between your name and the4200 action you are posing. If you do not wish to have a space inserted, use4201 the /nospace switch, the 'semipose' command, or the ';' symbol and don't4202 add a space between the ; and the <action pose>.4203 The /noeval switch prevents the pose from being evaluated by4204 the parser.4207 Displays your name followed by the statement you posed. May be 4208 abbreviated by the ':' symbol. Normally, a space is placed between 4209 your name and the action you are posing. If you do not wish to have 4210 a space inserted, use the /nospace switch, the 'semipose' command, 4211 or the ';' symbol and don't add a space between the ; and the 4212 <action pose>. The /noeval switch prevents the pose from being 4213 evaluated by the parser. 4205 4214 4206 4215 (continued in help pose2) … … 4221 4230 "<message> 4222 4231 4223 Says <message> out loud. The message will be enclosed in double-quotes. 4224 A single double-quote is the abbreviation for this common command. 4225 4226 Say takes one switch, /noeval. The /noeval switch prevents any evaluation 4227 of the message, and is handy when you want to say things that use special 4228 characters like % or []'s. 4232 Says <message> out loud. The message will be enclosed in 4233 double-quotes. A single double-quote is the abbreviation for this 4234 common command. 4235 4236 Say takes one switch, /noeval. The /noeval switch prevents any 4237 evaluation of the message, and is handy when you want to say things 4238 that use special characters like % or []'s. 4229 4239 4230 4240 See also: pose, whisper … … 4232 4242 score 4233 4243 4234 Displays how many pennies you are carrying. Helpful to see if 4235 any machines are looping. If they are, your pennies will be being4244 Displays how many pennies you are carrying. Helpful to see if any 4245 machines are looping. If they are, your pennies will be being 4236 4246 rapidly drained. MUSH money may also be used for other purposes in 4237 4247 the game. … … 4241 4251 slay <player/thing> 4242 4252 4243 This is a Wizard-only command that kills objects without paying any 4244 insurance to the victims. It is used in places where 'suicide' should4245 not pay.4253 This is a Wizard-only command that kills objects without paying any 4254 insurance to the victims. It is used in places where 'suicide' 4255 should not pay. 4246 4256 4247 4257 (Su-ic-ide is pain-less... {MASH theme}) … … 4249 4259 think <message> 4250 4260 4251 You can use this command to send a private message to yourself. Pronoun 4252 substitution is performed. This is essentially equivalent to doing a 4253 "@pemit me=<message>", but with "think", there's no prepended text. 4261 You can use this command to send a private message to 4262 yourself. Pronoun substitution is performed. This is essentially 4263 equivalent to doing a "@pemit me=<message>", but with "think", 4264 there's no prepended text. 4265 4254 4266 One possible use: @adesc me=think %N just looked at you. 4255 4267 & QUIT … … 4261 4273 unfollow <object> 4262 4274 4263 This command stops you from following an object that you were formerly4264 fo llowing. If no object is given, you stop following everyone you4265 were following.4275 This command stops you from following an object that you were 4276 formerly following. If no object is given, you stop following 4277 everyone you were following. 4266 4278 4267 4279 See also: follow, dismiss, desert, followers(), @follow, @ofollow, @afollow … … 4269 4281 use <object> 4270 4282 4271 Attempts to use an object, triggering its @use/@ouse/@ause attributes.4272 The person using the object must pass its uselock; no inheritance check4273 i s necessary. This is may be done remotely, by using a dbref number;4274 it provides an easy way for non-TRUST objects to perform commands on4275 TRUST objects.4283 Attempts to use an object, triggering its @use/@ouse/@ause 4284 attributes. The person using the object must pass its uselock; no 4285 inheritance check is necessary. This is may be done remotely by 4286 using a dbref number; it provides an easy way for non-TRUST objects 4287 to perform commands on TRUST objects. 4276 4288 4277 4289 If the person fails to pass the object's uselock, the object's … … 4292 4304 page-pose. 4293 4305 4294 In a noisy whisper, other players in the room may be told who you whispered 4295 to (but not what you whispered): Polgara whispers to Javelin. 4296 The probability that a noisy whisper will be heard aloud is configurable. 4297 In a silent whisper, other players will not know that you whispered. 4298 The default whisper may be configured either silent or noisy (check @config) 4306 In a noisy whisper, other players in the room may be told who you 4307 whispered to (but not what you whispered): Polgara whispers to 4308 Javelin. The probability that a noisy whisper will be heard aloud 4309 is configurable. In a silent whisper, other players will not know 4310 that you whispered. The default whisper may be configured either 4311 silent or noisy (check @config) 4299 4312 4300 4313 (continued in help whisper2) 4301 4314 & whisper2 4302 The /noeval switch prevents any evaluation of the message, and 4303 is handy when you want to say things that use special characters4304 like %or []'s.4315 The /noeval switch prevents any evaluation of the message, and is 4316 handy when you want to say things that use special characters like % 4317 or []'s. 4305 4318 4306 4319 The /list switch lets you whisper to many people at once. Multiple … … 4310 4323 WHO 4311 4324 4312 Displays a list of players currently connected to the MUSH. 4313 The WHO tells you how long a player has been on and how long they4314 have beeninactive. Unlike most commands, it is case sensitive.4325 Displays a list of players currently connected to the MUSH. The WHO 4326 tells you how long a player has been on and how long they have been 4327 inactive. Unlike most commands, it is case sensitive. 4315 4328 4316 4329 See also: @doing, @poll, DOING … … 4318 4331 with[/room] <obj>=<command> 4319 4332 4320 Attempts to run a user-defined command on a specific object. 4321 If the /room switch is given, <obj> must be a room, and its contents4322 arechecked for commands as if it was a master room.4333 Attempts to run a user-defined command on a specific object. If the 4334 /room switch is given, <obj> must be a room, and its contents are 4335 checked for commands as if it was a master room. 4323 4336 4324 4337 See 'help USER-DEFINED COMMANDS'. 4325 4338 & socket commands 4326 These commands can only be entered by a connected player through their 4327 client. They generally do things that only affect a specific connection 4328 and would be meaningless if run by an object or disconnected player. 4339 These commands can only be entered by a connected player through 4340 their client. They generally do things that only affect a specific 4341 connection and would be meaningless if run by an object or 4342 disconnected player. 4329 4343 4330 4344 DOING IDLE LOGOUT OUTPUTPREFIX OUTPUTSUFFIX QUIT 1.8.3/branches/devel/game/txt/hlp/penncode.hlp
r981 r1298 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/branches/devel/game/txt/hlp/pennflag.hlp
r952 r1298 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  
