Archon Help

CoffeeMud 5.9

ABILITY_PREREQS

Ability Prerequisites is a comma delimited list of skills or skill masks that
describe what skills or set of skills must be learned, and at what optional
proficiency, before a player of a given class can learn that skill. The list
is comma delimited, and each item in the list consists of a valid Ability ID
(like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
optionally number in parenthesis, which would represent the minimum proficiency
of the aforementioned Ability that is required.
Example:
Skill_Trip(50),Fighter_*(10)
The above means that the current ability requires that the player have Trip at
50% proficiency and any Fighter skill at 10% proficiency or better.

ABILITY_SECRET

Ability secret status is a flag with three states: Public means that characters
know about the ability, and teachers will normally teach it. Secret means that
characters and teachers will not know about the ability, which means a scroll
or other means is required. Masked means the ability is secret except when the
Ability mask criteria are met.

ACCOUNT

Command : ACCOUNT 
Usage : ACCOUNT [ACCOUNT/PLAYER NAME]
Example : account bob
Short(s):
If this mud supports accounts, this command will show the account name, a list
of characters, and the account expiration date, if applicable.

ACCUSE

 
Skill : Accuse
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.

ADJDISPOSITION

isunseen, ishidden, isinvisible, isevil, isgood, issneaking, isbonus, isdark,
isgolem, issleeping, issitting, isflying, isswimming, isglowing, isclimbing,
isfalling, islight, isbound, iscloaked, isunsavable, iscataloged,
isunattackable, iscustom, isunhelpful

ADJSENSES

cannotsee, canseehidden, canseeinvisible, canseeevil, canseegood,
canseesneakers, canseebonus, canseedark, canseeinfrared, cannothear,
cannotmove, cannotsmell, cannottaste, cannotspeak, cannotbreathe, canseevictim,
canseemetal, cannotthink, cannotwork, cannotautoattack, cannotbecamped,
canseeitemshidden

AFFECT

Command : AFFECT 
Usage : AFFECT ([TARGET])
Example : affect
Example : affect room
Example : affect area
Example : affect orc
Short(s): AFF
List the spell or other affects that your character is currently under the
influence of. If targeted, it will show what the given target is affected by.

AFTER

Command : AFTER 
Usage : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]
[COMMAND]
Example : after 5 seconds smile
Example : after every 5 seconds at bob smile
Example : after 10 minutes shutdown noprompt
Example : after stop
Example : after list
Short(s):
A command to delay the execution of a command. The every parameter may be used
to make a command automatically recurring. after stop should be used to cancel
commands created with the every parameter.

AHELP

Command : AHELP 
Usage : AHELP [TOPICNAME]
Example : ahelp ahelp
Short(s):
A command to view the Administrative help commands.

ANNOUNCE

Command : ANNOUNCE 
Usage : ANNOUNCE message
Usage : ANNOUNCETO [ALL/HERE/PLAYER NAME] message
Usage : ANNOUNCEMSG new personalized announce message prefix
Example : announce A new area is discovered!
Example : announceto all A new area is discovered!
Example : announceto bob Hi Bob!
Example : announcemsg A squeeky voice screeches
Short(s):
A command to make annoucements to players -- even those who don't want to be
announced to. This command can be used to announce to all players or selected
players using the announceto syntax. This is also the command used to
personalize your announce prefix message by using the announcemsg syntax.

ARCHONSTAFF

The Archon Staff, also known as the Archon`s Staff of Power, or 'a wooden
staff', is an Archon tool for player aid and abuse. To use the staff, first
wield it, then use 'sayto [target] magic words...' . Use AHELP WANDARCHON to
see the list of magic words supported by the staff.

ARCHON_MATRIX_POSSESS

 
Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.

AREAS

See the normal HELP AREAS for usage information. The Archon version of this
command will color the area names based on whether the area is active or
passive, frozen or stopped. Also, area names will be in parenthesis if they
are currently Hidden from normal users.

AS

Command : AS 
Usage : AS [PLAYERNAME/MOBNAME]/(PORT X)/PLAYERS (HERE) [COMMAND]
Example : as "bob" inventory
Example : as bob here drop all
Example : as PLAYERS here drop all
Example : as bob cast fireball monster
Example : as port 2325 list users
Short(s):
A command that allows one to issue other commands as if they were another
player or mob. This is the best way to manage a players inventory or bank
accounts from the command line. The optional "here" parameter should follow the
name if the command is to be issued with the player in the same room as the
archon. The optional "port x" parameter can be used to execute commands on
other mud hosts, so long as the admin qualifies as a SysOp on the target port.

ASSIST

A COMMAND JOURNAL.  See Archon Help (AHELP) on COMMAND JOURNALS

ASYNC

Command : ASYNC 
Usage : ASYNC [COMMAND]
Example : async where mob the
Short(s):
A command that allows one to issue other commands on their own separate thread,
so that you can continue to issue other commands while the other one is ongoing
and giving you its output. Be careful not to lock up all of your muds threads
this way!

AT

Command : AT 
Usage : AT [ROOM ID/DESC/MOB/AREA]/PLAYERS [COMMAND]
Example : at "the greasy pub" smile
Example : at Midgaard#3001 bow
Example : at bob cast fireball bob
Example : at players say hello all!
Short(s):
A command that allows one to issue other commands elsewhere in the mud.

ATOPICS

Command : ATOPICS 
Usage : ATOPICS [TOPICNAME]
Example : atopics
Short(s):
A command to view the Administrative help topics.

BAN

Command : BAN 
Usage : BAN [PLAYER TYPE/IP ADDRESS]
Example : ban bob
Example : ban io.com
Example : ban isp3.io.com
Example : ban 123.32.23.1
Example : ban 123.32.23.*
Example : ban *the great
Example : ban *penis*
Short(s):
A command to ban the given player or ip address from the system. See also
LIST, DESTROY

BANISH

 
Skill : Banish
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.

BEACON

Command : BEACON 
Usage : BEACON ([PLAYER TYPE]/[SHIP NAME])
Example : beacon
Example : beacon bob
Short(s):
A command to change the start room of a player, or the home port of a given
ship. If no player or ship is named, this command will change your own start
room to the room you occupy. If a player is named, this command changes the
players start room to the room the player currently occupies. If a ship is
named, then the current ships location will become their home port.

BOOT

Command : BOOT 
Usage : BOOT [PLAYER NAME/IP ADDRESS]
Example : boot bob
Example : boot 192.168.0.1
Short(s):
A command to boot off a player.

BUG

Command : BUG 
Usage : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : bug nothing is spelled right in this room!
Example : bug review
Example : bug review 7
Example : bug review bob 7
Short(s):
This command can be used to submit bugs to the system. When the REVIEW
parameter is given, the bugs will be iterated through one at a time to give the
archon a chance to delete, comment on, or email each one. An optional starting
number can be given to REVIEW. An optional filter can be given to list only
messages assigned to a particular user.

CATALOG

Command  : CATALOG 
Usage : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
Usage : CATALOG (DELETE) [ITEM/MOB NAME]
Usage : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG EDIT [ITEM NAME]
Usage : CATALOG CATEGORY [CATEGORY NAME]
Usage : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Example : catalog list
Example : catalog list mobs the st
Example : catalog list mob categories
Example : catalog the waiter
Example : catalog delete the waiter
Example : catalog edit the sword
Example : catalog room mobs
Example : catalog scan area
Example : catalog dboverlook area mobs
Short(s) :
This command is used to manage your muds global catalog of generic mobs and/or
items. The catalog is a place where you can store templates of mobs and items
for reuse, or for quick global modification and analysis. Mobs and items in
your catalog can be changed globally simply by creating and then changing any
instance of one of them. You can create new instances of a cataloged object
simply by entering CREATE <cataloged object name>. Your catalog is keyed by
name, so once the name of a cataloged item or mob is set, it should not be
changed.

Cataloged items can be placed into categories by issueing the catalog category
command before adding or modifying catalog entries. Mobs and items so
cataloged must still have a unique global name, but flagging them this way can
make listing them must easier.

You may review the objects in your catalog using the catalog list command. You
can also check the catalog synchronicity of the objects in your live rooms with
scan, or your saved rooms with dbscan. You can check for uncataloged objects
in live rooms with the overlook parameter, or in your saved rooms with
dboverlook.

You may delete an object from your catalog to stop using it as a global
template. Deleting an object from the catalog only detaches instances of a
cataloged object from all others, but does not destroy any actual instances.

The catalog is also used to manage a global random item-drop table. Items can
be set to randomly appear in the inventories of selected mobs when those mobs
are brought to life, or at the moment of their death. Use CATALOG EDIT <item
name> to change drop settings.

CHARGEN

Skill    : CHARGEN 
Usage : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
Example : chargen combat figher 10
Example : chargen equip bob
Example : chargen weapon ([ARG]=[VALUE] ...)
Short(s) :
A little utility designed to give example characters and weapons of various
levels, for comparison with MOBs of similar level. It's basically a class
balancing tool.

CLOAK

Command  : CLOAK 
Usage : CLOAK (OFF)
Example : cloak
Example : cloak off
Short(s) :
Cloak makes the player unable to be seen in the WHO list. They can still be
seen by players in the same room, however.

CMFS

CoffeeMud File System 
The CoffeeMud File System is a means of accessing files inside your main
CoffeeMud folder along side files stored in your CoffeeMud database. Files in
the CMFS can be stored either in the local file system, in CoffeeMud's
database, or in both. The CMFS sees both sets of files and folders/directories
as if they were part of a single file system.

Normally, the files required for operation of CoffeeMud, such as text files,
class files, help files, images, and other files, are loaded from the
appropriate directories on your LOCAL file system inside the main CoffeeMud
folder. If you installed CoffeeMud into D:\games\engines\coff, for instance,
the file intro.txt (the intro screen) would be loaded from
D:\games\engines\coff\ resources\text\intro.txt.

Under the CoffeeMud system, however, you should always think of your CoffeeMud
folder as a file system unto itself. The same file discussed above, even when
referring to the local file system inside CoffeeMud, would be accessed using
the path: resources/text/intro.txt. You'll notice that the path separators are
forward slashes / like in UNIX, instead of the normal back-slashes \ used in
DOS. This is the standard for the CMFS. You'll also notice that the resources
directory is accessed as if it were at the root of its own drive. This is also
part of the CoffeeMud File System. Because of this, CoffeeMud is utterly
unable to access any files outside of its installation directory. Keep this in
mind!

Within this installation directory structure, CoffeeMud is able to store files
both on your local file system drive, and in your database (VFS Files). The
VFS, or Virtual File System, refers specifically to files and folders which are
saved in your database, and accessible through the MUDGrinder's File Browser,
or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory
structure is viewed through those two screens, files in the CoffeeMud database
and files in the local file system are both viewable as if they were part of a
single file system, the CMFS.

The files referenced in CoffeeMud are case-insensitive, except where dealing
with the local file system, where it may be case-sensitive depending upon your
operating system. Any filename or path may be preceded by a :: string to
denote forced VFS/database access, or // to denote forced local file-system
access. When neither is specified for a given file path, the VFS file is
always preferred over the local one. For instance, the path
::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file
stored in the database as a VFS file. If that file is not in the database when
the :: string is used, the file will not be found. The path
//resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
stored in the local file system, even if the same file appears in the VFS. The
path resources/text/intro.txt will use the copy of intro.txt stored in the VFS
*if* it exists there, or the one on the local file system otherwise.

The / character is always used to separate directory paths and folders, such as
/resources/text/intro.txt would refer to the file down.txt in the text folder,
which in turn is in the resources folder, which in turn is located in the root
directory.

So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
should keep this system in mind. Files which are part of your CMFS may be in
the VFS database, or in the local file system. They may even be in both! This
system provides security for the server in which CoffeeMud is being run, and
provides for the ability to grant folder-level (or even VFS-folder-level)
security to builders and other administrative users.

COLORCODES

The following codes are available for channels definitions: 
WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
<FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
<FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT

COLORLIST

Below are a list of the standard color codes for CoffeeMud. 

^N Normal

^! Bold

^H Highlight

^_ Underline

^/ Italics

^. Reset (turns off reverse)

^^ Generates an untranslated "^" character

^? Restores previous color

^f You-Fight
^e Fight-You
^F Fight
^S Spell
^E Emote
^T Talk
^Q Channel Background
^q Channel Foreground
^x Important message 1
^X Important message 2
^Z Important message 3
^O Room Title
^L Room Description
^D Direction
^d Door
^I Item
^M MOB
^w White
^g Green
^b Blue
^r Red
^y Yellow
^c Cyan
^p Purple
^W Dark White
^G Dark Green
^B Dark Blue
^R Dark Red
^Y Dark Yellow
^C Dark Cyan
^P Dark Purple
^U Unexplored Direction
^u Unexplored Door
^~w^~w White Background
^~g^~g Green Background
^~b^~b Blue Background
^~r^~r Red Background
^~y^~y Yellow Background
^~c^~c Cyan Background
^~p^~p Purple Background
^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
^##xx 256 foreground (xx = hex number from 00 - ff)
^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
^||xx 256 color background (xx = hex number from 00 - ff)

* Note: when using background colors, the foreground must always come first.

COMMAND_JOURNALS

Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER] 
Example : list ideas
Example : idea review 10
Example : idea transfer 10 bug
A command journal is a special kind of command that can be created and modified
from the MUDGrinder Control Panel or the coffeemud.ini file. It is a special
kind of journal that users can write to from the command line with the command
journal command word, such as BUG, or IDEA, or TYPO. The Command Journal's
entries can then be listed by those with the necessary security clearance by
using the LIST [JOURNALNAME] command. Entries can also be stepped through
using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax. They can be
transferred from the step-through menu to other journals, or they can be
transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].

COMPONENTS

Components refers to spell components/materials.  This is an optional system in
CoffeeMud where you can create spell material, equipment, or component
requirements for the casting of spells, or usage of skills. Archons, mobs, and
those with the COMPONENTS security flag are exempt. You can enter LIST
COMPONENTS to see current definitions, or CREATE COMPONENT to see how to define
a new one. You can DESTROY them too, of course. The list of components is
maintained in resources/skills/components.txt

COPY

Command : COPY 
Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
Example : copy joe
Example : copy beast sword
Example : copy Longsword@room
Example : copy Longsword@an orc
Example : copy east
Short(s):
A command for the creation of items, mobs, and rooms. Enter COPY for more
information on command usage.

CREATE

Command : CREATE 
Usage : CREATE [ITEM TYPE] ...
Example : create room e StdRoom
Example : create item Longsword
Example : create item Longsword@room
Example : create item Longsword@an orc
Example : create StdExit east
Example : create news
Short(s):
A command for the creation of items, mobs, quests, rooms, polls, exits,
classes, races, etc. Enter CREATE for more information on command usage on
items, mobs, components, planes, and exits. Use AHELP QUESTS for more
information on creating quests.

CRECORD

Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/... 
Usage : .../ADD [PLAYER]/DEL [PLAYER]
Example : crecord start 15
This tool automatically creates a combat log for a player when they gain a
level, if they are above a minimum level, and if they gained the current level
within a minimum number of minutes. It will continue to log until the next
level is gained. To activate the tool, enter CRECORD START [number of
minutes]. Players will then start being recorded automatically. Combat
recording can also be managed manually using ADD/DEL. The default minimum
level is 10, but can be modified with the MINLEVEL command. Logs are kept in
the dbfs directory '::/resources/clogs/'.

DESTROY

Command : DESTROY 
Usage : DESTROY [ITEM TYPE] ...
Example : destroy room e
Example : destroy orc
Example : destroy item longsword
Example : destroy item longsword@an orc
Short(s):
A command for the destruction of items, quests, components, planes, mobs,
rooms, exits, polls, classes, races, and listed bugs, typos, ideas, and ban.
Enter DESTROY for more information on command usage.

DEVIATIONS

Command : DEVIATIONS 
Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
Example : deviations mobs area
Short(s):
A command for showing items in a room or area, and how they deviate from
established norms for their type and level. This is done by comparing the base
stats. Magical ability is applied only to the level of the item.

DUMPFILE

Command  : DUMPFILE 
Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME]
Example : dumpfile all classes.txt
Short(s) :
Unloads most resource text and help files for easy refreshing.

EVERY

Command : EVERY 
Usage : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
(<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
Example : every room inarea look
Example : every mob cast tourettes *
Short(s):
This command allows you to execute a command against every room, item, mob, or
exit in the same room as the Archon. The name of the target can be substituted
in your command with an asterisk *. The INAREA or INWORLD flag may be given to
expand the rooms affected. The +PLAYERS flag will include players when the MOB
argument is given. A ZapperMask may be placed between <MASK> and </MASK>
strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
more information on that.

EXPERTISES

Expertises are flags that modify the effects of the numeric/gradiant aspects of
spells, skills, prayers etc. This includes things like range, durations, cost,
damage, etc. Players can gain expertises to enhance their skills by spending
trains using the GAIN command. You can enter LIST EXPERTISE to see current
definitions, or CREATE EXPERTISE to see how to define a new one. You can
DESTROY them too, of course. The list of components is maintained in
resources/skills/expertises.txt

EXPIRE

Command : EXPIRE 
Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
Example : expire bob
Example : expire bob 15
Short(s):
This command sets and displays the amount of active days a user has left. This
command is only relevant if the account expiration system is enabled in your
coffeemud.ini file.

EXPORT

Command : EXPORT 
Usage : EXPORT (AREA/ROOM/WORLD) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Usage : EXPORT (CATALOG) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Usage : EXPORT (PLAYER/PLAYERS) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Example : export room myroom
Example : export area /home/users/myarea
Example : export area weapons /home/users/myarea
Example : export area screen
Example : export area email
Example : export catalog mobs
Example : export world data /exportfiles/
Example : export player bob
Short(s):
The export command will generate the official coffeemud area files, whose
extension is "*.cmare". This command may also be used to export individual
rooms, player data, or unique items or mobs as well. If the second parameter
(ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data
for the scope of the first parameter (AREA, ROOM, or WORLD). If the second
parameter IS specified, then only the specified data will be generated.
The results will be written to the file given in the last argument, or to the
screen if "screen" is given as the last argument, or sent to your email address
if that is enabled. The extension need not be included, as coffeemud will add
it if not present. If a directory name is given (no file name), the system
will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or
EXPORT WORLD is used. The default directory for this command is the CoffeeMud
root.

FREEZE

 
Skill : Freeze
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.

GENERATE

Command : GENERATE 
Usage : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
([DIRECTION])
Example : generate area maze_dungeon from randareas/example.xml areasize=50
"areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
Example : generate string list

This command uses an xml file to generate random content for your mud. This
content can be anything from whole areas, to rooms, mobs, items, or simple
strings. By default, the content is built from the file in
resources/randareas/example.xml, though the builder may specify his or her own
xml file path as one of the many arguments. The arguments, briefly, are:

OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.

ID : one of the "id" xml attributes defined on any tag in the XML file.
Use GENERATE STRING LIST for a list of all "id" attributes defined in your
file.

FROM "F": An optional argument to specify your own xml file, with the resources
directory being the default root.

VAR=VAL : One or more variables and their definitions. Many tags will have a
specific set of required variables which must be defined in order for the
content to be generated. Failing to specify one of the required variables will
cause an error message listing the variables which must be defined, and the
type of data required for the variable. Variable types which list numbers as
their data types may also have math expressions values (so you can use random
numbers). See the help on MATH EXPRESSION for more information on this. In
addition to required variables, you may also use the space to enter one or more
"override" values. Many object fields (such as LEVEL for mobs and items, or
NAME, etc) as well as the XML id tags, can have their "random" values
overridden by defining them using the generate command. If you need to use a
space in a variable value, enclose the ENTIRE definition in quotes, such as
"areaname=the dungeon" instead of areaname="the dungeon".

DIRECTION: This applies only to ROOM and AREA object types. The object, if
successfully generated, will be linked to the current room that the player is
standing in, in the direction they specify.

In closing, the GENERATE command is an interesting way to deliver large amounts
of dynamic content for your world, though it can never replace the caring touch
of a real, creative builder. If anyone is interested in writing their own xml
content, please open up the /resources/randareas/example.xml file and begin
reading. Use that file as an example on how to construct your own.

GMODIFY

Command : GMODIFY 
Usage : GMODIFY (AREA/ROOM/WORLD/PLAYERS) [FIELD=VAL](&&/||[...])
Usage : (CHANGE=[FIELD=VAL])
Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
Example : gmodify world class=[cs]GenItem&&name=a rusty sword
change=destroy=true
Example : gmodify players charclass=Fighter
Example : gmodify ?
Short(s):
A command to select objects in a given area, room, or the whole world based on
the specified field values, and optionally change some of those specified
fields.

Searching the entire world is implied, but the first parameter may be the word
AREA or ROOM to narrow the search. You may also enter WORLD to make the world
search explicit.

The next parameter is the search criteria. The key phrase WHEN= may optionally
precede it to make explicit that you are specifying the search criteria. The
search criteria fields may be separated by && strings to specify that all of
the preceding criteria AND the next single criteria must be true. The criteria
fields may also be separated by || strings to specify that all of the preceding
criteria OR the next single criteria may be true. One of those strings must be
present when specifying more than one criteria.

Each field in the search criteria must be of the form FIELD=VALUE,
FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ?
for a complete list of all valid fields. Not all fields will apply to all
object types, so take this into account especially when using < or !=
operators. The operators are all normal except for the new one, $, which means
that the value is really a regular expression. The VALUE portion of the
criteria may be prefixed with modifiers, which include:
[ss] to specify that the value refers to a substring of the fields whole value.

[cs] to specify that the search is case sensitive (case insensitive is
implied).

The last parameter is the optional change specifications. These specifications
must be prefixed with the key phrase CHANGE=. If these specifications are not
included, GMODIFY will display the results of the search. The change
specifications are similar to the search criteria in that they consist of
groupings of FIELD=VALUE separated by && strings. Unlike search criteria,
however, operators other than =, and strings other than || have no special
meaning. The fields, like in the search criteria, must be valid fields for the
options selected by the search criteria. A special field name "DESTROY", when
set to true, will obliterate the item in question. Otherwise, the ordinary
fields on the object will be changed to the specified value UNLESS the
following conditions are met: the VALUE portion of a field is prefixed with the
modifier [ss], and the VALUE portion of an identical field in the search
criteria was also prefixed with the modifier [ss]. Under those special
conditions, instead of substituting the entire field value on the object with
the new value, ONLY the portion of the string selected in the search criteria
will be substituted.

* Be very careful with this command! It is wise to try the command WITHOUT
change= ... first, to make sure you are matching Exactly what you expect,
before doing a change pass.

GOTO

Skill    : GOTO 
Usage : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
Example : goto Midgaard#3001
Example : goto #3001
Example : goto north
Example : goto hassan
Example : goto temple of mota
Example : goto midgaard
Example : goto previous
Short(s) :
The invoker and his or her followers will be transported, with very little
fanfare, to the destination listed. This ability is not magical in nature, and
is thus not affected by no-teleport areas and rooms. Appending an exclaimation
point to the room will ADD fanfare to the entrance.

HOLIDAYS

Holidays are a special/reserved quest defined by file
/resources/quests/holidays/holidays.quest. They are very simple Scriptless
quests that can be started at random intervals, or on certain mud dates, or
real-life dates. The holidays will only impact the areas specified by the
holiday settings, and only the mobs in those areas specified in the settings,
and only with the features you specify. Use LIST HOLIDAYS to see a list of all
defined holidays and the areas hey are defined for. By default, 3 special-case
weather related holidays are included which impact any area that meets their
criteria. You can use MODIFY HOLIDAY <name> to change the settings for a
holiday, DESTROY HOLIDAY <name> to delete one, or CREATE HOLIDAY name to create
a new one that will automatically apply to the area the creator is standing in.

HUSH

 
Skill : Hush
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.

I3

This refers to the InterMud3 system, which may or may not be available on your
system. Enter I3 by itself for a list of available commands. For more help,
enter HELP I3 LIST, HELP I3 CHANNELS, HELP I3 ADD, HELP I3 DELETE, HELP I3
LISTEN, HELP I3 LOCATE, HELP I3 SILENCE, or HELP I3 INFO.

I3_ADD

Command : I3 ADD 
Usage : I3 ADD [REMOTE CHANNEL NAME]
Example : i3 add BADCHAN
Short(s):
Sends an add-channel message to the InterMud3 router. The channel listed must
already appear in your coffeemud.ini file.

I3_CHANNELS

Command  : I3 CHANNELS 
Usage : I3 CHANNELS
Example : i3 channels
Short(s) :
Lists all the channels available on the InterMud3 network, even those which
your mud does not subscribe to.

I3_DELETE

Command : I3 DELETE 
Usage : I3 DELETE [LOCAL CHANNEL NAME]
Example : i3 delete BADCHAN
Short(s):
Sends a remove-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.

I3_INFO

Command : I3 INFO 
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.

I3_LIST

Command : I3 LIST 
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.

I3_LISTEN

Command : I3 LISTEN 
Usage : I3 LISTEN [REMOTE CHANNEL NAME]
Example : i3 listen BADCHAN
Short(s):
Sends a listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.

I3_LOCATE

Command : I3 LOCATE 
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.

I3_SILENCE

Command : I3 SILENCE 
Usage : I3 SILENCE [REMOTE CHANNEL NAME]
Example : i3 silence BADCHAN
Short(s):
Sends a no-listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file. This command will silence all
traffic to your server from that channel.

IDEA

Command : IDEA 
Usage : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : idea nothing is spelled right in this room!
Example : idea review
Example : idea review 7
Example : idea review bob 7
Short(s):
This command can be used to submit ideas to the system. When the REVIEW
parameter is given, the ideas will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW. An optional filter can be given to list
only messages assigned to a particular user.

IMPORT

Command  : IMPORT 
Usage : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
Example : import /areas/myarea.cmare
Example : import noprompt nodelete /areas/midgaard.are
Example : import areatype=stdthininstance /areas/midgaard.are
/areas/school.are
Example : import noprompt /areas/areas.lst
Example : import noprompt /areas/
Short(s) :
The import command will allow you to import official coffeemud area files,
whose extension is "*.cmare"
CoffeeMud may also import, with varying levels of success, the "*.are" files
used by other muds. Some formats are better supported than others, so be sure
to carefully examine the imported area afterwards.
The import command will auto detect, based on the file given, whether the file
refers to a coffeemud area file, room file, a "*.are" from another mud, or a
"*.lst" list of other area files.
The CoffeeMud "resources" directory is the default path. Remember that all
paths in CoffeeMud treat the install directory as "root'. This means that the
files being imported must be copied into a folder underneath your install
directory before use. See the help on VFS for more information on this
concept.

INFECT

 
Skill : Infect
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.

INJURE

 
Skill : Injure
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.

INSTANCEDISPLAY

Usage    : INSTANCEDISPLAY [INSTANCEID] [PLAYER NAME]  
Example : instancedisplay triumph bob
From anywhere on the map, the player with this skill can determine some
information about the specific instance that would be selected for the given
player.

JCONSOLE

Command : JCONSOLE 
Usage : JCONSOLE [TOPICNAME]
Example : jconsole ([statement])
Short(s):
When entered with a statement, this command will execute the single javascript
statement and exit. When entered alone, it will enter a console where the user
can enter as many javascript statements as they want, and the system will even
remember any variables or functions they've defined later one (does NOT survive
reboots!). All the Scriptable/MOBPROG commands and functions are also
available, though the commands and functions must be entered in ALL UPPERCASE,
and commands must have their parameters separated by commas instead of spaces,
be put into quotes, and surrounded by parenthesis like javascript function
calls. Lastly, for entering multi-line data, you can enter multi line mode by
entering < by itself, and exiting by entering > by itself.

JRUN

Command  : JRUN 
Usage : JRUN [FILENAME] [PARM1] ...
Example : jrun resources/myscript.js parm1 parm2
Short(s) :
Runs the given file as Javascript. See the Programming Guide for more
information on how to write Javascript for CoffeeMud.

LINK

Command : LINK 
Usage : LINK [ROOMID] [DIRECTION]
Example : link midgaard#3001 north
Example : link Smurfy Road east
Example : link midgaard#3001#(3,2) north
Short(s):
A command for the linking of rooms to each other, including grid rooms.

LIST

Command : LIST 
Usage : LIST ([SHOPKEEPER])
Example : list
Example : list quests
Example : list reports
Example : list areas
Example : list log last 10
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters.

The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,
JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,
COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,
REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,
GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
IDEAS, TASKS, NEWS, AREAS, SESSIONS, AREATYPE, REALESTATE, or ASSISTS...
depending upon the listers security.

Additional help *may* be available by entering HELP LIST [X] where X is one of
the above.

LIST_ABILITIES

Command  : LIST  
Usage : LIST ABILITIES (DOMAIN/FLAG)
Example : list abilities
Example : list abilities enchantment/charm
Example : list abilities moving
Shows the list of java classes (ability ids) available to archons. For domain
options, do LIST ABILITYDOMAINS, and for flags LIST ABILITYFLAGS

LIST_ABILITYCODES

Command  : LIST 
Usage : LIST ABILITYCODES
Example : list abilitycodes
Lists the general categories of abilities, sometimes called ACODES.

LIST_ABILITYDOMAINS

Command  : LIST 
Usage : LIST ABILITYDOMAINS
Example : list abilitydomains
Shows the list of domains that abilities, skills, spells, chants, etc belong
to.

LIST_ABILITYFLAGS

Command  : LIST 
Usage : LIST ABILITYFLAGS
Example : list abilityflags
Lists the complete set of flags that can be assigned to a general ability id.

LIST_ACCOUNTS

Command  : LIST 
Usage : LIST ACCOUNTS ([COLUMN NAME])
Example : list accounts
Example : list accounts email
If your mud is using the account system, this will list all the accounts in the
game, along with their last login date, email address, and all players
associated with that account. If you specify a column name of NAME, LAST,
EMAIL, or IP, then that column will be shown if it is not available, and the
list will be sorted by that column. You can specify column name

LIST_ACHIEVEMENTS

Command  : LIST 
Usage : LIST ACHIEVEMENTS
Example : list achievements
Shows all the achievements available to players.

LIST_ALLQUALIFYS

Command  : LIST 
Usage : LIST ALLQUALIFYS
Example : list allqualifys
Lists all the multi-class-qualified skills defined in your All-Qualifies list
in your game, along with the level of the skill, whether it is auto-gained or
not, the default proficiency, and a qualifying mask.

LIST_AREA

Command  : LIST 
Usage : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
Example : list area
Example : list area mob creeper
Example : list area mobmask -race +elf
Lists all the rooms in the current area, along with the locale type of each
room. Optionally, a specifier can be added to search for rooms, mobs, items by
name, or mobs and items by zapper mask using the mobmask/itemmask parameters.

LIST_AREARESOURCES

Command  : LIST 
Usage : LIST AREARESOURCES
Example : list arearesources
Lists all the rooms int the current area, along with the locale id, and the
type of raw resource that can be gathered in that room at this moment.

LIST_AREAS

Command  : LIST 
Usage : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list areas
Example : list areas sortby name cols name population
Example : list areas sortby name
Lists all the standard areas in your game. By default, it also shows whether
the area is Hidden, how many rooms are in the area, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS, PIETY. If the columns parameter is used, then you can follow it
with columns to substitute in the table.

LIST_AREATYPES

Command  : LIST 
Usage : LIST AREATYPES
Example : list areatypes
Shows the list of the area type ids (class ids).

LIST_ARMOR

Command  : LIST 
Usage : LIST ARMOR
Example : list armor
Shows the armor java classes (item ids) available to archons.

LIST_ASSISTS

Command  : LIST 
Usage : LIST ASSISTS
Example : list assists
Lists the temporary request for assistance from the players.

LIST_BANKS

Command  : LIST 
Usage : LIST BANKS
Example : list banks
Lists all the bank mobs in the world.

LIST_BANNED

Command  : LIST 
Usage : LIST BANNED
Example : list banned
Lists the player names, ip addresses, or ip masks that are banned from your
mud.

LIST_BEHAVIORS

Command  : LIST 
Usage : LIST BEHAVIORS
Example : list behaviors
Shows the list of behavior java classes (behavior ids) available to archons.

LIST_BUGS

Command  : LIST 
Usage : LIST BUGS (TO)
Example : list bugs
Example : list bugs bob
Lists all the entries in the SYSTEM_BUGS journal. An optional name can be
appended to show entries assign to that name.

LIST_CHANTS

Command  : LIST 
Usage : LIST CHANTS (DOMAIN)
Example : list chants
Shows all the chant spell java class names (ability ids) available to your
archons.

LIST_CLANITEMS

Command  : LIST 
Usage : LIST CLANITEMS
Example : list clanitems
Shows the list of clan item java classes (item ids) available to archons.

LIST_CLANS

Command  : LIST 
Usage : LIST CLANS
Example : list clans
Lists all the clans in your mud, along with the number of members each clan
has.

LIST_CLASSES

Command  : LIST CLASSES 
Usage : LIST CLASSES (SHORT)
Example : list classes
Example : list classes short
Shows the list of char class java classes (charclass ids) available to archons.
Charclasses will have their base classes shown in () next to the ID.
Charclasses with an * next to them are Generic. Adding the short parameter
will only show a simple list of char class ids.

LIST_COMMANDJOURNAL

Command  : LIST 
Usage : LIST COMMANDJOURNAL
Example : list commandjournal
Further help is not yet available. May be unimplemented.

LIST_COMMANDJOURNALS

Command  : LIST  
Usage : LIST COMMANDJOURNALS
Example : list commandjournals
Shows the list of all Command Journals (message/note areas) that exist in your
system, along with the number of entries in each journal in the database.

LIST_COMMANDS

Command  : LIST 
Usage : LIST COMMANDS ([PLAYER])
Example : list commands
Example : list commands bob
Shows the list of all trigger/command words. A player may optionally be given
to change the available commands list.

LIST_COMMON

Command  : LIST  
Usage : LIST COMMON (DOMAIN)
Example : list common
Shows the list of common skill java classes (ability ids) available to archons.

LIST_COMPONENTS

Command  : LIST 
Usage : LIST COMPONENTS
Example : list components
Lists all the Ability IDs (skills, spells, etc) for which a physical component
requirement has been defined using the engine's component system. It will also
list a friendly description of what those component requirements are.

LIST_CONQUERED

Command  : LIST 
Usage : LIST CONQUERED
Example : list conqured
Lists all the areas in the game, along with the names of the clans that control
them. Areas that list "The Archons" as controllers are un-conquerable (do not
have the Conquerable behavior on them). Others are as listed, or blank for
unconquered-at-present.

LIST_CONTENTS

Command  : LIST 
Usage : LIST CONTENTS (AREA/[AREA NAME])
Example : list contents
Lists all the mobs and items in the current room, along with their level and
alignment. Adding an AREA parameter will do this for the whole current area, or
you can enter the name of a particular area.

LIST_CURRENTS

Command  : LIST 
Usage : LIST CURRENTS
Example : list currents
Lists all the electronic devices receiving electronic current processing in the
game. This could be groups of computers in a lab, or devices aboard a single
space ship.

LIST_DEBUGFLAG

Command  : LIST 
Usage : LIST DEBUGFLAG
Example : list debugflag
Lists all the debug flags that have been turned on in your system. These flags
cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
been appropriately set in your coffeemud.ini file.

LIST_DISABLEFLAG

Command  : LIST 
Usage : LIST DISABLEFLAG
Example : list disableflag
Lists all the disabled subsystems in your mud.

LIST_DISEASES

Command  : LIST 
Usage : LIST DISEASES
Example : list diseases
Shows the list of all diseases (ability ids) available to archons.

LIST_ENABLEFLAG

Command  : LIST 
Usage : LIST ENABLEFLAG
Example : list enableflag
Lists all the currently enabled (but normally disabled) subsystems in your mud.

LIST_ENVRESOURCES

Command  : LIST 
Usage : LIST ENVRESOURCES (SHORT) (MASK)
Example : list envresources
Example : list envresources short
Example : list envresources Vegetation
Lists all the raw material resources defined for your mud, along with its
material type, money value, frequency of occurrence, strength, and what kinds
of Locales the resource may be gathered from using the appropriate skill.

Adding the short parameter just shows a raw list of resource names. Adding a
mask will limit the list to those things that contain the mask.

LIST_EXITS

Command  : LIST 
Usage : LIST EXITS
Example : list exits
Shows the list of exit java classes (exit ids) available to archons.

LIST_EXPERTISES

Command  : LIST 
Usage : LIST EXPERTISES
Example : list expertises
Lists all the expertise IDs, along with their friendly names and requirements
to learn.

LIST_EXPIRED

Command  : LIST 
Usage : LIST EXPIRED
Example : list expired
Lists all the accounts which have expired.

LIST_EXPIRES

Command  : LIST 
Usage : LIST EXPIRES
Example : list expires
Lists all the rooms in the current area, along with when that room expires (or
*).

LIST_FACTIONS

Command  : LIST 
Usage : LIST FACTIONS
Example : list factions
Lists the friendly names of all the factions defined in your game, along with
the file/path that defines that faction.

LIST_FILEUSE

Command  : LIST  
Usage : LIST FILEUSE [PATH]
Example : list fileuse progs/knucklebones.script
Shows the currently loaded objects in the game that are making use of the given
script. The path may be a full path, or a partial-resources-path.

LIST_GENSTATS

Command  : LIST 
Usage : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
Example : list genstats GenWeapon
Example : list genstats orc
Example : list genstats GenItem
Example : list genstats door
Shows the Generic Item stat names for the given class or item. These names are
used in scripting, in random area xml, and the gmodify command.

LIST_GOVERNMENTS

Command  : LIST 
Usage : LIST GOVERNMENTS
Example : list governments
Lists all the clan governments that have been defined in your mud.

LIST_HELPFILEREQUESTS

Command  : LIST 
Usage : LIST HELPFILEREQUESTS
Example : list helpfilerequests
Lists all the entries in your help help log, if your mud is configured to keep
one.

LIST_HOLIDAYS

Command  : LIST 
Usage : LIST HOLIDAYS
Example : list holidays
Lists all the official Holidays defined in your game, along with the areas that
they are specified to apply in (or *special* if they are multi-area).

LIST_IDEAS

Command  : LIST 
Usage : LIST IDEAS (TO)
Example : list ideas
Example : list ideas bob
Lists all the entries in the SYSTEM_IDEAS journal. An optional name can be
appended to show entries assign to that name.

LIST_ITEMS

Command  : LIST 
Usage : LIST ITEMS
Example : list items
Shows the item java classes (item ids) available to archons.

LIST_JOURNALS

Command  : LIST  
Usage : LIST JOURNALS
Example : list journals
Shows the list of all Journals (message/note areas) that exist in your
database, along with the number of entries in each journal.

LIST_LANGUAGES

Command  : LIST 
Usage : LIST LANGUAGES
Example : list languages
Shows the list of all languages (ability ids) available to archons.

LIST_LIBRARIES

Command  : LIST 
Usage : LIST LIBRARIES
Example : list libraries
Lists all the librarian mobs in the world.

LIST_LINKAGES

Command  : LIST 
Usage : LIST LINKAGES (WORLD) (SUBSTATS)
Example : list linkages
This bizarre command will list area rooms, showing number of rooms, number of
mobs, average mob levels, and average alignment. It will also show how many
groups of rooms refer back to other rooms in the area, and which areas rooms in
this area link to. If you add the WORLD parameter, then all areas are listed.
If you add the SUBSTATS parameter, then the linking areas stats are shown
instead of the linking room ids.

LIST_LOCALES

Command  : LIST 
Usage : LIST LOCALES
Example : list locales
Shows the list of room java classes (locale ids) available to archons.

LIST_LOG

Command  : LIST 
Usage : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
Example : list log
Example : list log first 10
Example : list log last 20
Example : list log skip 50
Displays the server log. If you use the first X param, it will only show the
first X lines of the log. If you use the last X param, it will only show the
last X lines. If you use the skip X param, it will show the entire log after
the first X lines.

LIST_MAGIC

Command  : LIST 
Usage : LIST MAGIC
Example : list magic
Shows the list of magic item java classes (item ids) available to archons.

LIST_MANUFACTURERS

Command  : LIST 
Usage : LIST MANUFACTURERS
Example : list manufacturers
Lists all the tech manufacturers that have been defined in your mud.

LIST_MATERIALS

Command  : LIST 
Usage : LIST MATERIALS
Example : list materials
Lists all the base material types. Use list ENVRESOURCES for what you probably
want.

LIST_MOBS

Command  : LIST 
Usage : LIST MOBS
Example : list mobs
Shows the mob java classes (mob ids) available to archons.

LIST_NEWS

Command  : LIST 
Usage : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
Example : list news
Example : list news 5
Example : list news new
Example : list news all
Lists all the news items currently active in your game (these are the bulletins
seen at login). If a number is specified, only that full news item will be
shown. If the NEW parameter is used, then only NEW news is shown. If the ALL
parameter is used, all news is shown.

LIST_NOPURGE

Command  : LIST 
Usage : LIST NOPURGE
Example : list nopurge
Lists the names of accounts or players who are exempt from the account/player
purging rules defined in your coffeemud.ini file. In short, these users will
never be deleted, even if they never ever log in again.

LIST_OBJCOUNTERS

Command  : LIST 
Usage : LIST OBJCOUNTERS
Example : list objcounters
Deprecated, but may be revived again in the future if I start seeing memory
consumption issues.

LIST_ONEWAYDOORS

Command  : LIST 
Usage : LIST ONEWAYDOORS (LOG)
Example : list onewaydoors
Example : list onewaydoors log
Lists all the rooms in your world with at least one direction where it links to
another room, but that room does NOT link back to it. Could be indicative of a
problem? Adding a log parameter will dump this list to your mud.log.

LIST_PLANES

Command  : LIST 
Usage : LIST PLANES
Example : list planes
Lists the planes of existence.

LIST_PLANETS

Command  : LIST 
Usage : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list planets
Example : list planets sortby name cols name population
Example : list planets sortby name
Lists all the planets in your game. By default, it also shows whether the
planet is Hidden, how many rooms are in the planet, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.

LIST_POISONS

Command  : LIST 
Usage : LIST POISONS
Example : list poisons
Shows the list of all poisons (ability ids) available to archons.

LIST_POLLS

Command  : LIST 
Usage : LIST POLLS
Example : list polls
Lists all the player polls currently defined in the game.

LIST_POSTOFFICES

Command  : LIST 
Usage : LIST POSTOFFICES
Example : list postoffices
Lists all the post office mobs in the world.

LIST_PRAYERS

Command  : LIST  
Usage : LIST PRAYERS (DOMAIN)
Example : list prayers
Shows the list of prayer java classes (ability ids) available to archons.

LIST_PROPERTIES

Command  : LIST  
Usage : LIST PROPERTIES
Example : list properties
Shows the list of property java classes (ability ids) available to archons.

LIST_QUESTNAMES

Command  : LIST  
Usage : LIST QUESTNAMES
Example : list questNAMEs
Lists all the quests being managed by the quest manager, along with the display
name of the quests (if any).

LIST_QUESTS

Command  : LIST  
Usage : LIST QUESTS
Example : list quests
Lists all the quests being managed by the quest manager, along with the current
status of the quest (running, or not), and if it is time-delayed, how long
until the quest will attempt to start again.

LIST_QUESTWINNERS

Command  : LIST  
Usage : LIST QUESTWINNERS (NAME)
Example : list questwinners
Example : list questwinners myquest
Lists all the quests being managed by the quest manager, along with all the
winners of the quests. A name may be optionally given to narrow down which
quests are shown.

LIST_RACECATS

Command  : LIST 
Usage : LIST RACECATS (SHORT)
Example : list racecats
Example : list racecats short
Lists the unique racial categories of all the races in coffeemud. Adding the
short param will just make the list look different.

LIST_RACES

Command  : LIST 
Usage : LIST RACES (SHORT) (MASK)
Example : list races
Example : list races short
Example : list races avian
Shows the list of race java classes (race ids) available to archons. Races will
have their racial categories shown in () next to the ID. Races with an * next
to them are Generic. Adding the short parameter will only show a simple list
of race ids. Adding a mask will limit the list to races containing the word.

LIST_REALESTATE

Command  : LIST 
Usage : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
Example : list realestate
Example : list realestate world bob
Example : list realestate area
Lists all the rooms for sale in the current area, along with the current name
of the room, the current owner (if any) and the price.

LIST_RECIPES

Command  : LIST 
Usage : LIST RECIPES ([SKILL ID])
Example : list recipes
Example : list recipes Cooking
By default, this will list the names of all the common skills (ability ids)
that have editable recipe lists. If a valid ability id is specified as a
parmeter, then it will list all the editable recipes for that common skill.

LIST_REPORTS

Command  : LIST 
Usage : LIST REPORTS
Example : list reports
Shows a brief report on resource usage of your mud, such as memory, total cpu
times, average cpu times for ticking objects, number of tick groups and ticking
objects, etc. It will also enumerate the several main service threads of the
mud, and show their status as well.

LIST_RESOURCES

Command  : LIST 
Usage : LIST RESOURCES ([MASK])
Example : list resources
Example : list resources dragons den
Lists all the cached binary and text data objects in your mud. This will
include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
files, area statistics, and so forth. Adding a mask parameter will limit the
view of resources only to those with those keywords.

LIST_ROOMS

Command  : LIST 
Usage : LIST ROOMS ([FILTER])
Example : list rooms
Example : list rooms garden
Lists all the rooms in the current area, along with the short display name of
each room. The room id and display name can be filtered by a given string.

LIST_SCRIPTS

Command  : LIST 
Usage : LIST SCRIPTS (AREA) COUNT/DETAILS/CUSTOM
Example : list scripts count
Example : list scripts details
Example : list scripts custom
Lists all the scripts in use in your game. The COUNT param will show all the
scripts, and how many objects are referring to that script. List scripts
details will show the first part of the script name, the name of the object
that it is attached to, and the room where that object is located. List
scripts custom will show all the objects with custom scripts, the objects
location, and a full listing of the custom script (a custom script is simply
one that is hard coded into the behavior instead of coming from a file).

LIST_SESSIONS

Command  : LIST 
Usage : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
Example : list sessions
Example : list sessions name
Lists the players online, their idle time, status, and ip address. An optional
parameter may be given to sort by one of the fields.

LIST_SKILLS

Command  : LIST  
Usage : LIST SKILLS (DOMAIN)
Example : list skills
Shows the list of all skills (ability ids) available to archons.

LIST_SOCIALS

Command  : LIST 
Usage : LIST SOCIALS
Example : list socials
Shows the list of all base socials.

LIST_SOFTWARE

Command  : LIST  
Usage : LIST SOFTWARE
Example : list software
Shows the list of all software (tech item ids) available to archons.

LIST_SONGS

Command  : LIST  
Usage : LIST SONGS (DOMAIN)
Example : list songs
Shows the list of song java classes (ability ids) available to archons.

LIST_SPACE

Command  : LIST 
Usage : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
Example : list planets all sortby name
Example : list space around tattooine within 100 ly
Shows the objects in space, or just the moons, planetary bodies, stars, or
spaceships. You can specify to only see the ones within a particular distance
(in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
space object X. Lastly, you can sort the list by name, coordinates, or
whatever.

LIST_SPACESHIPAREAS

Command  : LIST 
Usage : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list spaceships
Example : list spaceships sortby name cols name population
Example : list spaceships sortby name
Lists all the spaceships in your game. By default, it also shows whether the
ship is Hidden, how many rooms are in the ship, whether it is in a passive or
active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.

LIST_SPELLS

Command  : LIST  
Usage : LIST SPELLS (DOMAIN)
Example : list spells
Example : list spells enchantment/charm
Shows the list of spell java classes (ability ids) available to archons.

LIST_STAFF

Command  : LIST 
Usage : LIST STAFF
Example : list staff
Lists all the areas, along with any Area SubOps defined for those areas.

LIST_STATS

Command  : LIST 
Usage : LIST STATS [CLASS ID]/[NAME]/HERE/[DIRECTION]
Example : list stats GenItem
Example : list stats bob
Example : list stats sword
Example : list stats north
Example : list stats here
Lists the readable and modifiable stat variables for a given class or object.
These are the keys used in GMODIFY and GSTAT Scriptable command and so forth.

LIST_SUPERPOWERS

Command  : LIST 
Usage : LIST POWERS (DOMAIN)
Example : list powers
Shows all the superpower java class names (ability ids) available to your
archons.

LIST_TASKS

Command  : LIST 
Usage : LIST TASKS
Example : list tasks
Lists the entries in the task channel, if it exists.

LIST_TECH

Command  : LIST 
Usage : LIST TECH
Example : list tech
Shows the list of tech item java classes (item ids) available to archons.

LIST_TECHSKILLS

Command  : LIST  
Usage : LIST TECHSKILLS
Example : list techskills
Shows the list of tech skill java classes (ability ids) available to archons.

LIST_THIEFSKILLS

Command  : LIST  
Usage : LIST THIEFSKILLS (DOMAIN)
Example : list thiefskills
Shows the list of thief skill java classes (ability ids) available to archons.

LIST_THREAD

Command  : LIST 
Usage : LIST THREAD (NAMED)
Example : list thread Worker0#12
This will just give a stack dump of a thread of the given name. See LIST
THREADS for more information.

LIST_THREADS

Command  : LIST 
Usage : LIST THREADS (SHORT) (EXTEND)
Example : list threads
Example : list threads short
Lists all the threads running in the mud, along with what they are doing, if
that information is available. Threads are generally idle, so that should be
reflected most of the time. The short parameter will filter out those threads
sleeping, waiting, or parked in an executor. The extend parameter will show a
little more information about the thread.

LIST_TICKS

Command  : LIST 
Usage : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
Example : list ticks
Example : list ticks 7
Example : list ticks active
Example : list ticks problems
Shows the list of ticking objects in the game. A ticking object is simply one
that may get thread time at some point from the engine. By default, each entry
consists of a group id, the name of the object that is ticking, the ID of the
tick-type, and a status or ! if the object is not ticking.

Valid parameters include a tick group number, the word "active" to only show
ticks that are currently receiving thread time, "problems" to receive a list of
the ticks that have consumed the most average thread time, or a string mask to
filter by object name.

The last column of each report may be replaced by adding a valid column name to
the end of the list command. Valid columns include: tickername, tickerid,
tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
tickerlastduration, tickersuspended

LIST_TIMEZONES

Command  : LIST 
Usage : LIST TIMEZONES
Example : list timezones
Lists all areas grouped by their shared calendar/time.

LIST_TITLES

Command  : LIST 
Usage : LIST TITLES
Example : list titles
Lists all the auto-applied player titles defined in your game, along with the
requirements, that is, the trigger, that will make them available.

LIST_TYPOS

Command  : LIST 
Usage : LIST TYPOS (TO)
Example : list typos
Example : list typos bob
Lists all the entries in the SYSTEM_TYPOS journal. An optional name can be
appended to show entries assign to that name.

LIST_UNLINKEDEXITS

Command  : LIST 
Usage : LIST UNLINKEDEXITS (LOG)
Example : list unlinkedexits
Example : list unlinkedexits log
Lists all the rooms which have directions for which an exit has been defined,
but does not link to any room. Adding the log parameter will dump all that
stuff to your mud.log

LIST_USERS

Command  : LIST 
Usage : LIST USERS (LOADED) (COLUMN NAME)
Example : list users
Example : list users ip
Lists all the players in your game database, showing by default their race,
current class, level, hours played, last login time/date, and name. If you
specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
then that column will be shown if it is not available, and the list will be
sorted by that column. The LOADED argument may be prefixed to show only the
users cached in memory.

LIST_WEAPONS

Command  : LIST 
Usage : LIST WEAPONS
Example : list weapons
Shows the weapon java classes (item ids) available to archons.

LIST_WORLD

Command  : LIST 
Usage : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list world
Example : list world sortby name cols name population
Example : list world sortby name
Lists all the areas in your current world, meaning areas that share the same
time zone. By default, it also shows whether the area is Hidden, how many
rooms are in the area, whether it is in a passive or active state, its current
population, and the median level. If the sortby parameter is used, then you
can follow it with the order of columns to sort by. Valid columns include:
NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS. If the columns
parameter is used, then you can follow it with columns to substitute in the
table.

LOAD

Command : LOAD 
Usage : LOAD [OBJECT TYPE] [PATH/NAME]
Example : load resource banned.ini
Example : load ability /myclasses/blah.class
Example : load weapon /myclasses/blah2.class
Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
Short(s):
A command for the loading of resources, faction ini files, unloaded areas, or
class files of java or javascript.

Use LIST RESOURCES to see a list of resources.

Use LOAD AREA area name re-load areas in the database that have been unloaded.

For class files, the LIST command can also show whats already loaded. This
command will automatically attempt to unload a class if it is already loaded.
If the specified class is a java source file or javascript, it will attempt to
compile it first. For loading classes, the second parameter may be the word
"class" and the system will attempt to correct your ambiguity. If it is unable
to determine the type of class being loaded, however, you may get an error. It
is therefore better just to use the load [CLASS-TYPE] syntax instead.

MARKOOC

Usage    : MARKOOC [PLAYER NAME] 
Example : MARKOOC gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to receive any further RolePlay experience. Use this skill
again on the same player to release them.

MASKS

In numerous parameters, places, and input fields, CoffeeMud will ask you for
something called a "Zapper Mask". The mask is used to help select particular
mobs, items, etc from the universe of available selections by "filtering out"
those you don't want. For example, if you wanted to only select mobs named Bob,
you would compose a mask that Disallows non-mobs, and Disallows things that
dont have the name Bob. This is done using the Zapper Mask syntax, shown
below:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
+OR/-OR to separate conditions. -OR negates the following condition(s)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
/+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y"
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

MATH_FORMULA

In certain fields and specifications, CoffeeMud will allow you to enter a
mathematical formula in place of a simple number in order to calculate a number
at run-time. This is useful for occasions where you want the number to have a
random element, or where the value of the number is calculated based on certain
variables only available at run-time.

The formulas can be anything from a simple number, to numbers combined with
mathematical operators + - \ *, grouped with parenthesis ( ), and may also
include certain special operators.

One special operator, ? , is for generating a random number (ex: 2?5 refers to
a random number between 2 and 5). Another special operator, >, is for bounding
the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
or 5 * 10. The < operator does the opposite.

MERGE

Command  : MERGE 
Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
(IGNORE=[FIELD,..]) [PATH & FILE NAME]
Usage : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
DBSERVICE=[DB SERVICE URL]
: : DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
(MASK=[ZAPPERMASK])
Example : merge /myfiles/myitems.cmare
Example : merge change=damage,level,ability /myfiles/myweapons.cmare
Example : merge area change=material ignore=level /myfiles/myweapons.cmare
Example : merge change=damage on=name /myfiles/weapons.cmare
Example : merge area database dbclass=com.mysql.jdbc.Driver
dbservice=jdbc:mysql://localhost:3306/db
: : dbuser=username dbpass=password ignore="IMG,ATTACK"
MASK="-NAMES +Bob"
Short(s) :
Allows you to selectively modify all instances of a mob or item in the world
based on the contents of a CMARE file containing items or mobs, or another
CoffeeMud database.

When using CMARE files, the files must be generated using the EXPORT
(WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies
whether the items in the text file are to be merged with those in the entire
world, in your current area, or just the room. The second parameter (CHANGE) is
implied to be ALL unless specified otherwise. It denotes which fields in the
existing items may be changed based on what changes are seen to the item inside
the CMARE file. The third parameter (ON) is implied to be ALL unless
specified otherwise. It denotes how an item in the CMARE file is matched with
an existing item in your world. If the listed fields from the CMARE file and
the existing item are equal, the items will be considered a match for the
purposes of merging. The fourth parameter (IGNORE) is implied to be NONE
unless specified otherwise. It denotes exceptions to the (ON) parameter,
namely which fields are allowed to differ between items in the CMARE file and
an existing item in cases where they would otherwise be considered a match
according to the (ON) parameter. Matched items in your existing world, in
every room, will be modified accordingly, and the room will be resaved to your
database. The log will reflect all changes made to your world. Every room in
every area in your world will be reloaded from the database prior to any
evaluations or changes.

When using a database as a source, the merge command will compare and match the
database version of the room contents with the local world. The user is then
given the opportunity to make changes to the local world depending on
differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
parameters be set. The IGNORE parameters is a comma delimited list of fields
to ignore when displaying differences. To mask the types of objects checked,
the user can specify mobs, items, or the whole rooms after the word database,
and a zappermask can be included after the mask parameters.

MESSAGE_TYPES

The following are valid message codes in CoffeeMud.  They are usable as such in
Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:

"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
"UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
"DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
"WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
"ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",
"WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",
"ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",
"DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",
"DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",
"RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",
"PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",
"RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",
"EXAMINE", "BORROW", "HUH",
"LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".

And here are some general message code types that may also be used:
"TO



























SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"

METACRAFT

Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.

MODIFY

Command : MODIFY 
Usage : MODIFY [ITEM TYPE] ...
Example : modify room name The Grassy Knole
Example : modify mob orc
Example : modify item longsword
Example : modify item "longsword@an orc"
Example : modify jscript
Example : modify news
Short(s):
A command for the modification of items, mobs, users, quests, rooms, polls,
classes, races, news, areas, components, planes, and exits. Enter MODIFY for
more information on command usage.

MOTD

Command : MOTD 
Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN/SET)
Example : motd
Example : motd again
Example : motd set
Short(s):
Allows the admin to review the news and daily message, or set a new daily
message. Using ON and OFF, you can also set whether or not you see the message
of the day when you log in to the mud. Using AGAIN will re-show the current
new daily message, while PREVIOUS will show all the old daily messages, with an
optional limit. Use SET to set the MOTD.txt file.

MPRUN

Command  : MPRUN 
Usage : MPRUN ([USER]:[PASS]) [SCRIPT]
Example : mprun once_prog;mpecho hello!;~;
Example : mprun load=mine.script
Example : mprun archons:password once_prog;mpecho hello!;~;
Short(s) :
Runs the given script as per the Scriptable behavor. Since Scriptable scripts
are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
perhaps a RAND_PROG).

For use as part of automated testing, MPRUN can also be executed by
unauthorized users so long as they know the username and password of an
authorized user. Any failed attempts to use this command will cause the user
to be marked as unable to use this command for two minutes.

MQL

MQL Stands for MUD Query Language.  It's purpose is to allow the Archon, or a
random quest xml document, to select existing objects in the game, or the
properties of existing objects.

The structure of MQL is similar to SQL in that all MQL statements are of this
structure:

SELECT: [property, property, ..] FROM [object set] WHERE [object comparison,
object comparison]
* note the colon : after the word SELECT above.

The SELECT clause defines the properties you wish to be returned from the MQL
statement.
The FROM clause defines the set of objects that you might want to return the
properties of.
The WHERE clause defines the conditions under which any member of the set in
the FROM clause may be included in the final results.

A FROM clause can be a simple world set term, such as one of the following:

* A CMFS file path to a CMARE file, such as ::/resources/map/plains.cmare
* AREAS to use the set of all world areas
* ROOMS to use the set of all existing world rooms
* MOBS to use the set of all existing world mobs
* ITEMS to use the set of all existing world items
* In case where a qualifying object is implied, AREA can be used to refer to
that specific area.
* Another SELECT: statement in parenthesis, such as: SELECT: name from (SELECT
* from AREA)

The FROM clause can also include narrowing suffixes. A narrowing suffix comes
after the simple term, and is separated from it by a backslash \. For
example, if your from clause looks like SELECT * FROM AREAS\ROOM , then the
ROOM portion is the narrowing suffix of the AREAS term. You can also continue
adding more narrowing suffixes as needed. For example: SELECT * FROM
AREAS\MOBS\EQUIPMENT . Each suffix narrows or alters the term immediate
before it, and the entire FROM clause will end up reflecting the type of object
described by the final term, whether it be simple, or a narrowing term.

The following are useful narrowing terms:

* AREAS to use the unique set of areas in which the prior term is located
* ROOMS to use the unique set of rooms in which the prior term is located, or
which the prior term contains
* MOBS, MOB to use the set of all mobs contained in the prior term
* ITEMS, ITEM to use the set of all items contained in the prior term
* OWNER to use the set of all item owners of the prior term, if it was items
* EQUIPMENT to use the set of all worn items of the prior term

Be careful when using narrowing terms to make sure they make sense for the term
prior to them. For example, if importing mobs from a cmare file, AREAS will
not likely resolve to anything, since the mobs aren't in the world yet.

The SELECT: clause can include one or more comma-delimited properties of the
objects in the from clause, or it can be an asterisk *, or a period ., to refer
simply to the from objects themselves. It can also be a string or numeric
literal, or an XML tag when embedding MQL in a random quest document.
Different kinds of objects have different kinds of properties, so it is tricky
to define precisely what a legal and illegal object property might be.
Choosing incorrectly will usually just result in an empty string "".

An example of a legal property might be the property CLASS, since it applies to
everything from areas and rooms, to mobs, and items. NAME is also a property
that almost all objects have. Beyond this. using the GMODIFY command might be
the simplest way to get a list of valid properties for a specific type of world
object, or objects imported from cmare files.

As mentioned previously, SELECT: clause properties can be separated by commas
in order to select more than one. For example: SELECT: class, name FROM
areas\mobs would show the class id and name of every mob in your game.

SELECT: clauses can also include an AS qualifier for each property selected.
This has only the effect of changing the apparent name of the property for
other parts of the system. For an example using the WHERE command to issue
MQL: WHERE AREA SELECT: class as classid, name as mob_name FROM areas\mobs
would show the same results as the previous example statement, but with
different name tags for the class and name properties. This might be important
when using an embedded SELECT: statement as your FROM clause, since you can
only select properties that the embedded clause has returned, by the names they
were given.

SELECT: clauses, similar to FROM clauses above, can include narrowing terms.
Like FROM clauses, these narrowing terms are separated by backslashes \.
SELECT clauses, at the moment, only support one narrowing term: COUNT. The
purpose of the COUNT term is to report the number of times the value of the
previous terms appears in the rest of the FROM: clause. For example, suppose
you wanted to know the number of times each mob name is used, to do that, you
might enter SELECT: name, name\count FROM areas\mobs

Lastly, SELECT: clause can contain aggregating prefixes before a property term,
which will transform the final result set in some way by aggregating the rows
according to the prefix. Prefixes, like suffixes, are separated from the
property term by a backslash \. The value aggregating prefixes are:

* MEDIAN to return only the median value of all the property terms in the
existing result set
* MEAN to return the mean value of all the property terms in the existing
result set
* COUNT to return the count of the number of items in the result set
* UNIQUE to include only one row where the property is of any given value

For example, to quickly count the mobs in your game, you might enter SELECT:
COUNT\* from AREAS\MOBS

The WHERE clause contains one or more conditions, which you can further compare
using connectors like AND, OR, or parenthesis to group conditions together.
Each condition consists of two terms separated by a comparator. Value
comparitors include = (equal to), <> (not equal to), > (greater than), < (less
than), >= (greater or equal), <= (less or equal), IN (in a set or object group,
or a substring of), or LIKE (matching a ZAPPERMASK).

A condition consists of two property terms, similar to those described in the
SELECT: clause above, except that condition terms can not use aggregating
prefixes. Narrowing suffixes, however, are permitted. For example NAME =
'Bob' is checking whether the NAME property of an item in the FROM clause is
equal to the string literal "BOB". If it is, when that condition is true.
Putting it together then, to show the mobs in your game whose names are EXACTLY
"BOB", you might do SELECT: * FROM areas\mobs WHERE name="BOB". This works
because NAME is a property of every mob in the AREAS\MOBS from set, and can be
compared with the word "BOB".

Condition statements are grouped together into conditions using AND or OR. For
example, changing the above condition to WHERE name="BOB" OR name="JOE" would
expand the number of possible results by one name.

MULTIWATCH

Ability    : Multiwatch 
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.

NEWS

The channel where logon news is shown.  Try LIST NEWS and MODIFY NEWS.

NOPURGE

Command : NOPURGE 
Usage : NOPURGE [PLAYER NAME]
Example : nopurge bob
Short(s):
Makes a player inelligible for purging by the autopurge system. Use LIST
NOPURGE, or DESTROY NOPURGE for maintaining the list.

NOWIZINFO

Command : NOWIZINFO 
Usage : NOWIZINFO
Example : nowizinfo
Short(s):
Turn off the automatic information channel available to admins and area admins.

NOWIZINV

Command  : WIZARD INVISIBILITY 
Usage : VISIBLE
Example : visible
Short(s) : nowizinv
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. This command turns wizard invisibility off. See WIZINV for more
information.

ORDER

Command : ORDER 
Usage : ORDER [TARGET NAME] [COMMAND(S)]
Example : order dog flee
Short(s):
This command will allow you to force a mob to perform any command listed in the
COMMANDS or SOCIALS list.

OUTFIT

Command : OUTFIT 
Usage : OUTFIT (([LEVEL]) [NAME])
Example : outfit
Example : outfit 15 bob
Example : outfit bob
Short(s):
Should your character or the targeted character ever be without clothing or
weapon (usually due to death), this command will give your character some
newbie equipment to get by with, or level appropriate equipment when a player
or mob is targeted by name by the builder. The mundane player version of this
only gives level 1 equipment to the player using the command.

PAUSE

Command : PAUSE 
Usage : PAUSE [ROOM/AREA/OBJECTNAME]
Example : pause
Example : pause area
Example : pause orc
Short(s):
This very powerful and dangerous command allows you to suspend all thread and
ticking services in the entire mud. It can be a quick and easy way to discern
locked up threads, or to free up CPU time for other purposes. Enter PAUSE
alone to suspend and resume all objects, or specify room, area, or an object
name to suspend the ticking of just that object.

PEACEFULLY

 
Skill : Peacefully
Domain : Archon
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch - Range 10
Commands : PEACEFULLY
Usage : PEACEFULLY [COMMAND]
Example : peacefully kill bob
Allows the player to issue a command that would start combat, but then
immediately end combat before things get out of control.

PLAYERVERSUSPLAYER

PLAYERKILL

POOF

Command : POOF 
Usage : POOF
Short(s):
For those with access to the GOTO command, this command will allow the admin to
change the messages seen when they leave and enter a room via GOTO. The
S-NAME, S-HIM-HER and other codes may be used so that the admins name is
properly presented. Remember to surround the codes with the less-than and
greater-than tag markers! You can also change your death poof. as per the
non-archon version of this command.

POSSESS

Command  : POSSESS 
Usage : POSSESS [MOB NAME]
Example : possess dragon
Example : possess dragon@MyArea#23
Example : possess dragon@MyArea
Short(s) :
This command will allow your character to possess and control any given mob.
That mob will be controlled as if it were your own character. Use the QUIT
command to return to your own characters body. Should the mob die, you will be
returned automatically. POSSESS does not transfer your security levels to the
possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.

PURGE

Command : PURGE 
Usage : PURGE [ITEM TYPE] ...
Example : purge orc
Example : purge item longsword
Example : purge item longsword@an orc
Short(s):
This command is a weak form of DESTROY, allowing only items and mobs to be
destroyed. Rejuvinating mobs will still rejuvenate when purge is used, unlike
destroy.

PVP

PLAYERKILL

QUESTS

Quests are defined as a definable tasks which are completed by players for
prizes. These tasks, the monitoring of their completion and status, as well as
their availability, can all be automated by CoffeeMud. For help on the archon
QUESTS command, do AHELP QUESTWINS.

A quest is created using the CREATE QUEST [SCRIPT] command. Where [SCRIPT] is
a either a complete quest script, where each command line is terminated by a
semicolon (;), or a load command of the form LOAD=[SCRIPT PATH]. An example of
a create script using a load command is as follows: CREATE QUEST
LOAD=/resources/quests/myquest.txt. To load one of the built-in quests, for
instance, use CREATE QUEST LOAD=quests/robbed/robbed.quest.

Quests may be started manually, or by making them autoquests using the SET WAIT
and SET INTERVAL commands below. Quests may be started manually by using the
MODIFY QUEST [QUEST NAME] command. Quests can be listed, to see their status,
using the LIST QUESTS command. Quests can be removed from the list using the
DESTROY QUEST [QUEST NAME] command. Quests can be saved using the SAVE QUESTS
command. Quests saved this way will be restored during the next CoffeeMud
reboot.

When creating a new quest using the CREATE QUEST [SCRIPT] command, whether you
use the load command to specify an external script, or include the script
directly into the create command, the quest script commands are as follows:

SET NAME [QUEST NAME] - the *unique* name of your quest. This is a required
command!

SET DURATION [#TICKS] - # of ticks (4 second periods) the quest will last once
started. 0=eternal. This is a required command!

SET WAIT [#TICKS] - minimum # ticks to wait between auto-starts of the quest.
Required for auto-quests only!

SET DATE [#DAY]-[#MONTH] - The real-life start-date of the quest. This is a
valid substitute for the SET WAIT requirement.

SET MUDDAY [#DAY]-[#MONTH] - The start mud-date of the quest, according to the
default global mud calendar. This is a valid substitute for the SET WAIT
requirement.

SET INTERVAL [#TICKS] - random # ticks (1-#TICKS) to wait between auto-starting
the quest, AFTER the WAIT period (see above) is over. Required for auto-quests!


SET MINPLAYERS [#PLAYERS] - Minimum number of players who must be online for a
timed quest to automatically start. See SET PLAYERMASK.

SET PLAYERMASK [MASKSTRING] - If this string is empty or not specified, then
anyone is considered a player for the purposes of the MINPLAYERS setting above.
However, you can specify a "zapper mask" to narrow down the definition of a
player. See HELP ZAPPERMASKS for the list of valid mask values to put here.

SET RUNLEVEL [#LEVEL] - Normally, a timed quest will always run when its time
comes up. Setting a value above -1 will prevent this quest from running when
its time comes up if another quest is also running at the same or LOWER run
level.

IMPORT MOBS [XML FILE PATH] - this will import a list of custom mobs from a
.CMARE file generated using the EXPORT ROOM MOBS command. The parameter must be
the path and file name of the file, using the same format as the LOAD= command
mentioned above. This list can then be accessed with the LOAD MOB, or LOAD
MOBGROUP command.

IMPORT ITEMS [XML FILE PATH] - this will import a list of custom items from a
.CMARE file generated using the EXPORT ROOM ITEMS command. The parameter must
be the path and file name of the file, using the same format as the LOAD=
command mentioned above. This list can then be accessed with the LOAD ITEM or
LOAD ITEMGROUP command.

SET AREA ([AREA NAME OR NAMES]) - will set the current designated area to the
area specified. Although this does nothing in itself, it is important for the
several commands which load mobs and items. The area name ANY may be given to
choose a random area. Several area names may be specified as choices by setting
the first area name as ANY, followed by your other area name choices, separated
by spaces. If no area name is given, this will CLEAR the area designation. This
can have a profound impact on how subsequent mob or item loading, or room
setting commands work.

SET AREA [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET AREAGROUP ([AREA NAME OR NAMES]) - will set the current designated
ROOMGROUP to the areas specified. Although this does nothing in itself, it is
important for the several commands which load mobs and items. The area name ANY
may be given to choose a random area. The area name ALL may be given to choose
all world areas. Several area names may be specified as choices by setting the
first area name as ANY, followed by your other area name choices, separated by
spaces. If no area name is given, this will CLEAR the ROOMGROUP designation.
This can have a profound impact on how subsequent mob or item loading, or room
setting commands work.

SET ROOMGROUP ([ROOM NAME]) - will set the ROOMGROUP to the set specified. If
an area has been previously designated, and not cleared (see SET ROOMGROUP),
then the rooms will be selected from the designated area according to the room
name criteria. Otherwise, rooms from the whole map will be chosen. If a room
name of ANY is given, then the rooms will be chosen randomly from the world, or
the area if designated. The room name of ALL will choose all rooms. Several
room names may be specified as choices by setting the first room name as ANY,
followed by your other room name choices, separated by spaces. If no room name
is given, this will effectly clear the ROOMGROUP designation (but it will not
clear the area designation!). Valid room names include map room IDs such as
MyArea#123, or key words from the titles or descriptions of rooms.

SET ROOMGROUP [OBJECT] - serves the same purpose as the above command of the
same name, but the argument is an object specifier. See Object Specifiers
below this command listing.

SET ROOM ([ROOM NAME]) - will set the current designated room to the set
specified. If a room or area has been previously designated, and not cleared
(see SET AREA), then the room will be selected from the designated area
according to the room name criteria. Otherwise, a room from the whole map will
be chosen. If a room name of ANY is given, then the room will be chosen
randomly from the world, or the area if designated. Several room names may be
specified as choices by setting the first room name as ANY, followed by your
other room name choices, separated by spaces. If no room name is given, this
will effectly clear the room designation (but it will not clear the area
designation!). Valid room names include map room IDs such as MyArea#123, or
key words from the titles or descriptions of rooms.

SET ROOM [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET ROOMGROUPAROUND [#RADIUS] ([ROOM NAME])- will set the ROOMGROUP to the set
of rooms up to RADIUS rooms from the previously set ROOM. The rooms will be
selected from the set of rooms which are up to RADIUS rooms away from the
currently set ROOM (see SET ROOM/SET LOCALE). The radius must then be greater
than 0. If the following room name of ANY is given, then all rooms in the
radius are grouped. Several room names may be specified as choices by setting
the first room name as ANY, followed by your other room name choices, separated
by spaces. If no room name is given, this will effectly clear the ROOMGROUP
designation (but it will not clear the area designation!). Valid room names
include map room IDs such as MyArea#123, or key words from the titles or
descriptions of rooms.

SET LOCALEGROUP ([LOCALE]) - will set the ROOMGROUP to the ones with the
specified class name. If an area has been previously designated, and not
cleared (see SET AREA), then the rooms will be selected from the designated
area according to the locale criteria. Otherwise, rooms from the whole map will
be chosen. If a locale name of ANY is given, then the rooms will be chosen
randomly from the world, or the area if designated. Several locale types may
be specified as choices by setting the first locale type as ANY, followed by
your other locale type choices, separated by spaces. If no locale is given,
this will effectly clear the ROOMGROUP designation (but it will not clear the
area designation!). Valid locale names may be Locale class names such as
MountainSurface, StdRoom, etc, or they may be locale types such as stone,
wooden, underwater, mountains, etc.

SET LOCALEGROUP [OBJECT] - serves the same purpose as the above command of the
same name, but the argument is an object specifier. See Object Specifiers
below this command listing.

SET LOCALEGROUPAROUND ([#RADIUS] [LOCALE]) - will set the ROOMGROUP to the ones
with the specified class name. The rooms will be selected from the set of rooms
which areup to RADIUS rooms away from the currently set ROOM (see SET
LOCALE/SET ROOM). The radius must then be greater than 0. If the following
locale name of ANY is given, then all rooms in the radius are grouped. Several
room names may be specified as choices by setting the first locale name as ANY,
followed by your other locale name choices, separated by spaces. If no locale
name is given, this will effectly clear the ROOMGROUP designation (but it will
not clear the area designation!). Valid locale names may be Locale class
names such as MountainSurface, StdRoom, etc, or they may be locale types such
as stone, wooden, underwater, mountains, etc.

SET LOCALE ([LOCALE]) - will set the current designated room to the one with
the specified class name. If a room or area has been previously designated, and
not cleared (see SET AREA), then the room will be selected from the designated
area according to the locale criteria. Otherwise, a room from the whole map
will be chosen. If a locale of ANY is given, then the room will be chosen
randomly from the world, or the area if designated. Several locale types may
be specified as choices by setting the first locale type as ANY, followed by
your other locale type choices, separated by spaces. If no locale is given,
this will effectly clear the room designation (but it will not clear the area
designation!). Valid locale names may be Locale class names such as
MountainSurface, StdRoom, etc, or they may be locale types such as stone,
wooden, underwater, mountains, etc.

SET LOCALE [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET MOBGROUP (RESELECT) ([MOB NAME]) - will designate a set of mobs with the
given name. If the name ends with MASK=..., then a mask as described by the
help entry for ZAPPERMASKS will apply in addition to the name mask entered
before the MASK= string. A mob name of ALL will select all appropriate mobs.
The mobs chosen will be selected from those in the designated ROOMGROUP (if one
is designated), AREA (if one is designated) or the world. The mobs must exist
somewhere in the map for this command to work. Normally a mob will not be
placed in the mobgroup if the mob has been previously set with SET MOB, or SET
MOBTYPE. The RESELECT flag is an optional first flag which, if specified,
designates that mobs may be placed in the mobgroup even if previously set, so
long as the RESELECT flag was also used in the previous SET MOB or SET MOBTYPE
command.

SET MOBGROUP [OBJECT] - serves the same purpose as the above command of the
same name, but the argument is an object specifier. See Object Specifiers
below this command listing

SET MOB (RESELECT) ([MOB NAME]) - will set the current mob to one with the
given mob name. If the name ends with MASK=..., then a mask as described by the
help entry for ZAPPERMASKS will apply in addition to the mob name entered
before the MASK= string. Ths mob chosen will be selected from a MOBGROUP if one
has been set. Otherwise, the mob chosen will be selected from those in the
designated ROOMGROUP (if one is designated), or the AREA (if one is designated)
or finally the world. The mob must exist somewhere one of those groups for this
command to work. If a room has been previously designated, then this command
will bring the chosen mob to that room. If a room or area has not been
designated (or was cleared), then this command will designate a new room and
area. Normally a mob will not be chosen by this command if the mob has been
previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional
first flag which, if specified, designates that a mob may be chosen if
previously chosen, so long as the RESELECT flag was also used in the previous
SET MOB or SET MOBTYPE command.

SET MOB [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET MOBTYPE (RESELECT) ([CLASS]) - will set the current mob to one with the
given class name. Ths mob chosen will be selected from a MOBGROUP if one has
been set. Otherwise, the mob chosen will be selected from those in the
designated ROOMGROUP (if one is designated), AREA (if one is designated) or the
world. The mob must exist somewhere in the map for this command to work. If a
room has been previously designated, then this command will bring the mob to
that room. If a room or area has not been designated (or was cleared), then
this command will designate a new room and area. Normally a mob will not be
chosen by this command if the mob has been previously set with SET MOB, or SET
MOBTYPE. The RESELECT flag is an optional first flag which, if specified,
designates that a mob may be chosen if previously chosen, so long as the
RESELECT flag was also used in the previous SET MOB or SET MOBTYPE command.

SET MOBTYPE [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET ITEMGROUP (RESELECT) ([ITEM NAME]) - will designate a set of items with
the given name. If the name ends with MASK=..., then a mask as described by the
help entry for ZAPPERMASKS will apply in addition to the item name entered
before the MASK= string. A mob name of ALL will select all appropriate mobs.
The items chosen will be selected from those in the designated ROOMGROUP (if
one is designated), the AREA (if one is designated) or the world. The items
must exist somewhere in the map for this command to work. Normally an item
will not be placed in the itemgroup if the item has been previously set with
SET ITEM, or SET ITEMTYPE. The RESELECT flag is an optional first flag which,
if specified, designates that items may be placed in the itemgroup even if
previously set, so long as the RESELECT flag was also used in the previous SET
ITEM or SET ITEMTYPE command.

SET ITEMGROUP [OBJECT] - serves the same purpose as the above command of the
same name, but the argument is an object specifier. See Object Specifiers
below this command listing

SET ITEM (RESELECT) ([ITEM NAME]) - will set the current item to one with the
given name. The item chosen will be selected from those in the designated
ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The
item must exist somewhere in a room on the map for this command to work. If a
room has been previously designated, then this command will bring the item to
that room. If a room or area has not been designated (or was cleared), then
this command will designate a new room and area. Normally an item will not be
chosen by this command if the item has been previously set with SET ITEM, or
SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified,
designates that an item may be chosen if previously chosen, so long as the
RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.

SET ITEM [OBJECT] - serves the same purpose as the above command of the same
name, but the argument is an object specifier. See Object Specifiers below
this command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.

SET ITEMTYPE (RESELECT) ([CLASS]) - will set the current item to one with the
given class name. The item chosen will be selected from those in the designated
ROOMGROUP (if one is designated), AREA (if one is designated) or the world. The
item must exist somewhere in a room on the map for this command to work. If a
room has been previously designated, then this command will bring the item to
that room. If a room or area has not been designated (or was cleared), then
this command will designate a new room and area. Normally an item will not be
chosen by this command if the item has been previously set with SET ITEM, or
SET ITEMTYPE. The RESELECT flag is an optional first flag which, if specified,
designates that an item may be chosen if previously chosen, so long as the
RESELECT flag was also used in the previous SET ITEM or SET ITEMTYPE command.

LOAD MOBGROUP ([#NUMBER]) [MOB NAME] - will instantiate all (or optionally, the
given number) mobs of the given name from the set of mobs imported using the
IMPORT MOBS command above. If the mob name ends with MASK=..., then a mask as
described by the help entry for ZAPPERMASKS will apply in addition to the mob
name entered before MASK= string. This selected mobs will be set as the current
MOBGROUP. If a room, roomgroup, or area has been previously designated, then
this command will create each mob in that room or random room in the area. If a
room or area has not been designated (or was cleared), then this command will
designate a random room and area. This command will also designate the current
mob to the last one loaded.

LOAD MOB [MOB NAME] - will instantiate a mob of the given name from the list of
mobs imported using the IMPORT MOBS command above. If the name ends with
MASK=..., then a mask as described by the help entry for ZAPPERMASKS will apply
in addition to the name mask entered. This selected mob will be set as the
current mob. If a room, roomgroup, or area has been previously designated, then
this command will create the mob in that room. If a room or area has not been
designated (or was cleared), then this command will designate a random room and
area.

LOAD ITEMGROUP ([#NUMBER]) [ITEM NAME] - will instantiate all (or optionally,
the given number) items of the given name from the list of items imported using
the IMPORT ITEMS command above. This items will be set as the current
ITEMGROUP. If a room, roomgroup, or area has been previously designated, then
this command will create the item in that room. If a room or area has not been
designated (or was cleared), then this command will designate a random room and
area. This command will also designate the current item to the last one
loaded.

LOAD ITEM [ITEM NAME] - will instantiate an item of the given name from the
list of items imported using the IMPORT ITEMS command above. This item will be
set as the current item. If a room, roomgroup, or area has been previously
designated, then this command will create the item in that room. If a room or
area has not been designated (or was cleared), then this command will designate
a random room and area.

GIVE ITEM - will give the currently designated item (designated using the SET
ITEM, or LOAD ITEM command) to the last designated mob or mobs (designated
using the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).

GIVE ITEMS - will give all currently designated items (designated using the
SET/LOAD ITEM/ITEMGROUP command) to the last designated mob or mobs (designated
using the SET MOB, SET MOBGROUP, LOAD MOBGROUP, or LOAD MOB commands).

GIVE BEHAVIOR [BEHAVIOR ID] ([PARAMETERS]) - The behavior ID must be a valid
behavior class name. The parameters are any parameters you wish to pass to the
behavior. This command will give the most recently designated mob, item, area,
room or mobgroup (designated using the set or load commands), itemgroup, or
roomgroup the above behavior. The parameters above are optional, and include
any text that would be valid for the behavior id specified. The text may also
optionally include embedded references to other quest objects. See below
Object Specifiers in Parameters below for more information on using this
feature.

GIVE ABILITY [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid
ability class name. The parameters are any parameters you wish to pass to the
ability. This command will give the currently designated mob, or mobgroup
(designated using the set or load commands) the above ability. The parameters
above are optional, and include any text that would be valid for the ability id
specified. The text may also optionally include embedded references to other
quest objects. See below Object Specifiers in Parameters below for more
information on using this feature.

GIVE AFFECT [ABILITY ID] ([PARAMETERS]) - The ability ID must be a valid
ability class name. The parameters are any parameters you wish to pass to the
ability. This command will give the currently designated mob, item, room, area,
or mobgroup (designated using the set or load commands), itemgroup, or
roomgroup the above affect. The parameters above are optional, and include any
text that would be valid for the ability id specified. The text may also
optionally include embedded references to other quest objects. See below
Object Specifiers in Parameters below for more information on using this
feature.

GIVE FOLLOWER [MOB NAME] - The mob name is a mob which will be selected from
the list of previously designated mobs (designated using the LOAD MOB, SET MOB,
or SET MOBTYPE commands). This mob will be made into a follower of the mob most
recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB command. This
command does not change the current mob designation, nor does it change the
location of either mob.

TAKE BEHAVIOR [BEHAVIOR ID] - The behavior ID must be a valid behavior class
name. This command will take from the most recently designated mob, item, area,
room or mobgroup (designated using the set or load commands), itemgroup, or
roomgroup the above behavior.

TAKE ABILITY [ABILITY ID] - The ability ID must be a valid ability class name.
This command will take from the currently designated mob, or mobgroup
(designated using the set or load commands) the above ability. The parameters
above are optional, and include any text that would be valid for the ability id
specified.

TAKE AFFECT [ABILITY ID] - The ability ID must be a valid ability class name.
This command will take from the currently designated mob, item, room, area, or
mobgroup (designated using the set or load commands), itemgroup, or roomgroup
the above affect.

RESET- If a ROOM has been designated using SET ROOM, or by any other previously
described method, this command will cause that room to reset, or re-load from
the database. If a ROOM is not currently set (or has been unset), but a
ROOMGROUP or an AREA has been set, this command will cause all rooms in that
set (respectively) to reload from the database. Doing either can be somewhat
time consuming, and may disrupt any players in the rooms affected, as it will
cause items to vanish from the floor, and make players and mobs unable to move
until the process is completed.

<SCRIPT> - This designates the beginning of embedded Javascript in your quest
script. The end is designated by a corresponding </SCRIPT> tag on its own
line. See the next section for more details.

LOAD= ([QUEST FILE]) ([ARGUMENT] ... [ARGUMENT]) - This command will cause the
specified external quest script file to be loaded and executed as if it were
embedded at the current point in the script. The quest filename is of the
same format mentioned above. When LOAD= is used as a command inside a script,
you can also specify one or more space-delimited arguments which will be
accessible inside the target quest script as Object Specifiers. The first
argument given, whether it is itself an Object Specifier, or a simple string,
will be accessible inside the target quest script as ARG1, the second as ARG2,
and so forth. A special case exists, however, if one of the arguments
evaluates to an Object Specifier which represents a group of objects (such as
MOBGROUP or ITEMGROUP). If that case occurs, the LOAD= command will execute
once for every object inside the group! See the discussion of Object Specifiers
and Object Spcifiers in Parameters for more information.

<OPTION> ([QUEST SCRIPT COMMANDS]) </OPTION> - Putting quest script commands
inside of <OPTION> tags means that, for every execution of the quest script,
only ONE of the <OPTION> tags will be have their script commands executed. The
one chosen will be selected at random. If only one <OPTION> tag exists, it
will be chosen every time, of course.

* Note About #. In a quest script, anywhere the # sign is used above (such as
[#TICKS] or [#PLAYERS], you may enter a normal old every day number (34) or you
may enter a valid arithmetic expression using real or integer numbers and any
of the following operators: + - * () ?

* Object Specifiers. Many of the SET ... commands, such as SET MOBGROUP, SET
MOB, SET ITEMGROUP, SET ROOM, etc, have forms which allow you to designate
their value using an [OBJECT] string. An [OBJECT] string is one of the
following basic quest-script values: "LOADEDMOBS", "LOADEDITEMS", "AREA",
"ROOM", "MOBGROUP", "ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ", "STUFF", "MOB",
or one of the following mystery quest-script values: "FACTION",
"FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION", "ACTIONGROUP", "TARGET",
"TARGETGROUP", "MOTIVE", "MOTIVEGROUP", "WHEREHAPPENED", "WHEREHAPPENEDGROUP",
"WHEREAT", "WHEREATGROUP", "WHENHAPPENED", "WHENHAPPENEDGROUP", "WHENAT",
"WHENATGROUP", "TOOL", "TOOLGROUP". Using the SET command in this way allows
you to either COPY an objects value, or re-designate it for the purposes of one
of the GIVE ... commands. If the quest script was executed from inside of
another using the LOAD= script command, and arguments were specified from the
above objects, you may also have access to argument object specifiers, such as
ARG1, ARG2, ... ARGN. There will be one such object specifier available for
each argument passed to the script. Please note that some object specifiers
return single objects (such as MOB, ITEM, ROOM) and some return collections of
objects (such as ROOMGROUP, MOBGROUP, ITEMGROUP). Object specifiers can also
be combined using + and - characters. For instance, MOBGROUP-MOB would return
the group of mobs in the MOBGROUP minus the specified MOB while the specifier
MOB+ITEM would refer to an object group containing both the specified MOB and
the specified ITEM.

* Object Specifiers in Parameters. When specifing parameters for the GIVE
BEHAVIOR, GIVE ABILITY, or GIVE AFFECT command, you may embed the names of one
or more of the Object Specifiers by prefixing the Object Specifier code string
with a $ character, and concluding it with a space or other non-alphanumeric
character. For instance, the command: "give script GREET_PROG 100; say I love
$MOB!!!;~;" would embed the name string for the MOB object specifier inside the
in-line script. In addition to this capability, you may also put a special
character after the $ and before the object specifier to manipulate how the
name of the object is generated. Special characters are: '_' (to make the name
in uppercase), '&' to remove any prefixed english article words from the name,
or '|' to replace all spaces in the name with | characters (which is very
useful for QuestChat parameters).

Mystery Objects in Quest scripts:

In addition to the normal quest objects mentioned above, such as MOB, ITEM,
ROOM and so forth, there are also extranous objects and groups intended for use
when building logic problem mysteries. The commands for setting these are as
follows:

SET AGENT [OBJECT] - Sets the AGENT variable to the [OBJECT]. Will also set
the MOB object. See Object Specifiers above this command listing. If the
object resolves to a group of objects, a random one from the group will be
chosen.

SET AGENTGROUP [OBJECT] - Sets the AGENTGROUP variable to the [OBJECT]. Will
also set the MOBGROUP object to the same, as well as designate one random mob
from the group as the AGENT and the MOB. See Object Specifiers above this
command listing.

SET AGENTGROUP [#NUMBER] - Sets the AGENTGROUP variable to the currently set
MOBGROUP, selecting at most NUMBER mobs randomly from that list. Will also set
the MOBGROUP object to the same, as well as designate one random mob from the
group as the AGENT and the MOB. See Object Specifiers above this command
listing.

SET WHEREHAPPENED [OBJECT] - Sets the WHEREHAPPENED variable to the [OBJECT].
Will also set the ROOM object. See Object Specifiers above this command
listing. If the object resolves to a group of objects, a random one from the
group will be chosen.

SET WHEREHAPPENEDGROUP [OBJECT] - Sets the WHEREHAPPENEDGROUP variable to the
[OBJECT]. Will also set the ROOMGROUP object to the same, as well as designate
one random room from the group as the WHEREHAPPENED and the ROOM. See Object
Specifiers above this command listing.

SET WHEREHAPPENEDGROUP [#NUMBER] - Sets the WHEREHAPPENEDGROUP variable to the
currently set ROOMGROUP, selecting at most NUMBER rooms randomly from that
list. Will also set the ROOMGROUP object to the same, as well as designate one
random room from the group as the WHEREHAPPENED and the ROOM. See Object
Specifiers above this command listing.

SET WHEREAT [OBJECT] - Sets the WHEREAT variable to the [OBJECT]. Will also
set the ROOM object. See Object Specifiers above this command listing. If
the object resolves to a group of objects, a random one from the group will be
chosen.

SET WHEREATGROUP [OBJECT] - Sets the WHEREATGROUP variable to the [OBJECT].
Will also set the ROOMGROUP object to the same, as well as designate one random
room from the group as the WHEREAT and the ROOM. See Object Specifiers above
this command listing.

SET WHEREATGROUP [#NUMBER] - Sets the WHEREATGROUP variable to the currently
set ROOMGROUP, selecting at most NUMBER rooms randomly from that list. Will
also set the ROOMGROUP object to the same, as well as designate one random room
from the group as the WHEREAT and the ROOM. See Object Specifiers above this
command listing.

SET WHENHAPPENED [OBJECT] - Sets the WHENHAPPENED variable to the timeclock
[OBJECT]. See Object Specifiers above this command listing. If the object
resolves to a group of objects, a random one from the group will be chosen.

SET WHENHAPPENED [#HOURS-DIFFERENCE] - Sets the WHENHAPPENED variable to the
current time plus or minus the hours difference specified. See Object
Specifiers above this command listing. If the object resolves to a group of
objects, a random one from the group will be chosen.

SET WHENHAPPENEDGROUP [OBJECT] - Sets the WHENHAPPENEDGROUP variable to the
[OBJECT]. Will also designate one random time from the group as the
WHENHAPPENED. See Object Specifiers above this command listing.

SET WHENHAPPENEDGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the
WHENHAPPENEDGROUP list to the current time plus or minus the list of
hours-differences given. Will also designate one random time from the group as
the WHENHAPPENED. See Object Specifiers above this command listing.

SET WHENAT [OBJECT] - Sets the WHENHAPPENED variable to the timeclock [OBJECT].
See Object Specifiers above this command listing. If the object resolves to
a group of objects, a random one from the group will be chosen.

SET WHENAT [#HOURS-DIFFERENCE] - Sets the WHENAT variable to the current time
plus or minus the hours difference specified. See Object Specifiers above this
command listing. If the object resolves to a group of objects, a random one
from the group will be chosen.

SET WHENATGROUP [OBJECT] - Sets the WHENATGROUP variable to the [OBJECT]. Will
also designate one random time from the group as the WHENAT. See Object
Specifiers above this command listing.

SET WHENATGROUP [#HOURS-DIFFERENCE] ... [#HOURS-DIFFERENCE] - Sets the
WHENATGROUP list to the current time plus or minus the list of
hours-differences given. Will also designate one random time from the group as
the WHENAT. See Object Specifiers above this command listing.

SET FACTION [OBJECT] - Sets the FACTION variable to the faction string
[OBJECT]. See Object Specifiers above this command listing. If the object
resolves to a group of objects, a random one from the group will be chosen.

SET FACTION [FACTION NAME] - Sets the FACTION variable to one of the given name
or ANY to choose a random one.

SET FACTIONGROUP [OBJECT] - Sets the FACTIONGROUP variable to the [OBJECT].
Will also designate one random faction from the group as the FACTION. See
Object Specifiers above this command listing.

SET FACTIONGROUP [#NUMBER] - Sets the FACTIONGROUP variable to NUMBER random
factions, or ALL to set it to all of them. Will also designate one random
faction from the group as the FACTION. See Object Specifiers above this
command listing.

SET FACTIONGROUP [FACTION NAME] ... [FACTION NAME] - Sets the FACTIONGROUP
variable to the set of factions designated by the faction names. Will also
designate one random faction from the group as the FACTION. The faction names
are space delimited, and names grouped with double-quotes.

SET TARGET [OBJECT] - Sets the TARGET variable to the [OBJECT]. Will also set
the MOB or ITEM object depending on what gets designated. See Object
Specifiers above this command listing. If the object resolves to a group of
objects, a random one from the group will be chosen.

SET TARGETGROUP [OBJECT] - Sets the TARGETGROUP variable to the [OBJECT]. Will
also set the MOBGROUP or ITEMGROUP object to the same (depending on what type
of group is designated), as well as designate one random object from the group
as the TARGET, and either the MOB or ITEM. See Object Specifiers above this
command listing.

SET TARGETGROUP [#NUMBER] - Sets the TARGETGROUP variable to the currently set
MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most
NUMBER objects randomly from that list. Will also re-set the MOBGROUP or
ITEMGROUP object to the same, as well as designate one random mob or item from
the group as the TARGET and either the MOB or ITEM. See Object Specifiers
above this command listing.

SET TOOL [OBJECT] - Sets the TOOL variable to the [OBJECT]. Will also set the
MOB or ITEM object depending on what gets designated. See Object Specifiers
above this command listing. If the object resolves to a group of objects, a
random one from the group will be chosen.

SET TOOLGROUP [OBJECT] - Sets the TOOLGROUP variable to the [OBJECT]. Will
also set the MOBGROUP or ITEMGROUP object to the same (depending on what type
of group is designated), as well as designate one random object from the group
as the TOOL, and either the MOB or ITEM. See Object Specifiers above this
command listing.

SET TOOLGROUP [#NUMBER] - Sets the TOOLGROUP variable to the currently set
MOBGROUP (if one is currently set) or ITEMGROUP if not. It will select at most
NUMBER objects randomly from that list. Will also re-set the MOBGROUP or
ITEMGROUP object to the same, as well as designate one random mob or item from
the group as the TOOL and either the MOB or ITEM. See Object Specifiers above
this command listing.

SET MOTIVE [OBJECT] - Sets the MOTIVE variable to the string [OBJECT]. See
Object Specifiers above this command listing. If the object resolves to a
group of objects, a random one from the group will be chosen.

SET MOTIVE [STRING] - Sets the MOTIVE variable to the string.

SET MOTIVEGROUP [OBJECT] - Sets the MOTIVEGROUP variable to the [OBJECT]. Will
also designate one random string from the group as the MOTIVE. See Object
Specifiers above this command listing.

SET MOTIVEGROUP [STRING] .. [STRING] - Sets the MOTIVEGROUP to the set of
strings specified. Will also designate one random string from the group as the
MOTIVE. The strings are space delimited, and words grouped with double-quotes.


SET ACTION [OBJECT] - Sets the ACTION variable to the string [OBJECT]. See
Object Specifiers above this command listing. If the object resolves to a
group of objects, a random one from the group will be chosen.

SET ACTION [STRING] - Sets the ACTION variable to the string.

SET ACTIONGROUP [OBJECT] - Sets the ACTIONGROUP variable to the [OBJECT]. Will
also designate one random string from the group as the ACTION. See Object
Specifiers above this command listing.

SET ACTIONGROUP [STRING] .. [STRING] - Sets the ACTIONGROUP to the set of
strings specified. Will also designate one random string from the group as the
ACTION. The strings are space delimited, and words grouped with double-quotes.


Final notes: This stuff may seem complicated, but just make sure you carefully
examine the sample quests found in the CoffeeMud resources directory! Also,
remember that quest script errors are always sent out to your mud.log, so check
their often when starting up a new quest!.

QUESTWINS

Command : QUESTS 
Usage : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
Example : quests
Example : quests won
Example : quests bob
Short(s):
This command is for listing quests one is either involved in, or were involved
in. The admin version of this command allows a player name to be specified when
retreiving information, or if the quest name is supplied, the winners of the
quest. Enter HELP QUESTS for more information on the mundane use of the
command.

RECORD

 
Skill : Record
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.

RESET

Command  : RESET 
Usage : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
Usage : RESET MOBCOMBATSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET INIFILE
Usage : RESET PASSWORD [NAME]
Usage : RESET RELEVEL
Example : reset room
Example : reset area
Example : reset rejuv area items
Example : reset mobcombatstats world
Example : reset itemstats catalog nosave midgaard
Example : reset password krogon
Short(s) :
The reset room or area command will revive any wandered or dead mobs whose
location is the same as the invokers. Any removed items which are resettable
will also return. Any items or mobs which do not belong in the location will
be returned to their proper homes.

The reset rejuv room or area command will revive any dead mobs or resettable
items at the location of the invoker. Mobs that have wandered away will not be
returned. No other mobs or items in the room will be affected.

The reset itemstats and reset mobstats commands serve a similar purpose. Both
will modify the vital statistics of all the mobs or items in the room, area,
world, or catalog specified. The statistics will be "normalizations" of vital
combat scores based on the mob or items level, and the game engine's definition
of nominal ratings for that level. They will allow a "preview" of changes to
be made by specifying the "nosave" parameter on the command line, which
prevents permanent changes. Area names may also be specified on the command
line to cause the command to skip certain areas (for use with WORLD parameter
only).

Reset relevel is a dangerous but potentially time saving command to change the
levels of all mobs and items in the same area as the user from falling within
its current range of levels to a new range. See help [areaname] to see the
existing minimum and maximum levels of the area.
The reset password command will let you generate a random password for the
given player or account and email it to their address on file, or change it to
a neutral word when no email address is on file.

You can also reload your ini settings, or the lists.ini file using reset
inifile.

RESTRING

Command : RESTRING 
Usage : RESTRING [ITEM NAME]
Example : restring longsword
Example : restring "longsword@an orc"
Short(s):
This command is a weak for of MODIFY. It allows you to modify an items name,
display text, and description.

SAVE

Command : SAVE 
Usage : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS]
Example : save room
Example : save users
Example : save quests
Example : save faction area_my_area
Short(s):
A command to permanently save the contents of a room, the mobs in the room, the
current quests list, a specific faction, or the users who are logged in. The
command will apply to the room in which your Character is located.

SECURITY

SECURITY in CoffeeMud is on a player by player basis.   
SYSOP status is defined as the ultimate security to do anything, anywhere, at
any time. Access to all commands in all areas will be available. SYSOP status
is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the
player characteristics that designate SYSOPS. All players who meet the
requirements of the mask are automatically SYSOPS.

Players who are not SYSOPS may also be granted specific privileges. Each of
the privileges may be limited to specific areas, or available globally.
Privileges are defined in the Security section of a players settings. Each
security code listed for a player may be either a list of security Groups, or a
specific security code.

Security GROUPS are also defined in the ini file. A Security GROUP consists of
a group name, and a set of strings or codes representing privileges for that
group. Each group is prefixed in the INI file with the "GROUP_". However, you
should not use the "GROUP_" when adding group priviledges to the Security field
of a player. For instance, if you have "GROUP_BUILDER" defined in the INI
file, then you would add "BUILDER" to Security when modifying a player in order
to make that user part of the BUILDER group. The security codes which make up
each group are implicitly global, but can be qualified as area-only using the
keyword "AREA".

The following are the default strings or codes which, when found in a players
security settings or in a group definition, confer the listed privileges. Each
of these settings may be entered as listed below, or prefixed with the word
"AREA" followed by a space, followed by the key. This has the effect of making
that privilege only available in or at areas where the Player is listed in the
areas "Staff" setting. For example, the security code "ANNOUNCE" by itself
confers the global ability to use the ANNOUNCE command. The security code
"AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas
where the player is listed as Staff.


ABOVELAW=Immunity to the Arrest behavior.
AFTER=The ability to use the command of the same name.
AHELP=The ability to access administrative help files.
ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
at their next login.
ANNOUNCE=The ability to use the command of the same name.
AS=The ability to use the command of the same name.
AT=The ability to use the command of the same name.
BAN=The ability to use the command of the same name, as well as DESTROY BAN,
LIST BAN, and access the BAN MUDGrinder feature.
BEACON=The ability to use the command of the same name.
BOOT=The ability to use the command of the same name.
CHARGEN=The ability to use the command of the same name.
CLOAK=The ability to use the command of the same name, as well as see those who
are cloaked.
CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access
to the MUDGrinder area tool.
CMDCLANS=The ability to Modify or Destroy clans.
CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also
prevents Mobile mobs from wandering away and confers other similar priviledges.

CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to
view Player settings in the MUDGrinder.
CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability
to access the quests and file editors in the MUDGrinder.
CMDRACES=The Ability to Create, Modify, Destroy custom races.
CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access
to the MUDGrinder area tool.
CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
TITLES=The Ability to Create, Modify, Destroy player auto-titles.
CARRYALL=Overrides item carrying restrictions.
CATALOG=The ability to use the catalog command of mobs and items.
COPYITEMS=The Ability to copy existing items.
COPYMOBS=The Ability to copy existing items.
COPYROOMS=The ability to copy existing rooms.
DUMPFILE=The ability to use the command of the same name.
EXPORT=The ability to export mobs, items, or rooms.
EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS.
EXPORTPLAYERS=The ability to export player data.
FS: <path>=The ability to read/write files in the local path given. No
preceding / chars!
GMODIFY=The ability to use the command of the same name.
GOTO=The ability to use the command of the same name, as well as walk through
doors.
IDLEOK=This code makes the player exempt from any idletimer settings from the
coffeemud.ini file.
I3=The ability to manage the CHANNELS aspect of I3.
IMMORT=Players with this code never ever die.
IMPORTITEMS=The ability to import items into a room.
IMPORTMOBS=The ability to import mobs into a room.
IMPORTPLAYERS=The ability to import players from a file.
IMPORTROOMS=The ability to import rooms or areas from a file.
JOURNALS=The ability to administer all journals.
JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
LOADUNLOAD=The ability to load and unload resources. Also gains access to
resource manager in MUDGrinder.
MERGE=The ability to merge mob or item changes from a file or database.
MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
NOEXPIRE=This character never expires, but always remains active.
NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
ORDER=The ability to order mobs around. Also grants the ability to GIVE
without failure, and use Take and Dress without failure. The global version of
this code also allows ordering players.
PKILL=The ability to override PKILL flag settings.
POSSESS=The ability to use the command of the same name.
PURGE=The ability to use the command of the same name.
RESET=The ability to use the command of the same name as it applies to rooms or
areas.
RESETUTILS=The ability to use the command of the same name as it applies to the
miscellaneous RESET tools.
RESTRING=The ability to use the command of the same name.
SESSIONS=The ability to use the command of the same name.
SHUTDOWN=The ability to use the command of the same name.
SNOOP=The ability to use the command of the same name.
STAT=The ability to use the command of the same name.
SUPERSKILL=This code makes it impossible for the player to fumble a spell or
skill that they have.
SYSMSGS=The ability to use the command of the same name.
TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
TICKTOCK=The ability to use the command of the same name.
TRAILTO=The ability to use the command of the same name.
TRANSFER=The ability to use the command of the same name.
VFS: <path>=The ability to read/write files in the vfs path given. No preceding
/ chars!
WHERE=The ability to use the command of the same name.
WIZINV=The ability to use the command of the same name, as well as see those
who are WIZINV.

Here is an example Security setting for a player:
Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
The above would give a player access to the BUILDER group defined by
GROUP_BUILDER in your INI file. It would also give access to the GOTO command,
but only insofar as it relates to areas where the player is listed as Staff.
Lastly, it gives global access to the Snoop command.

SHELL

Command : SHELL 
Usage : SHELL [COMMAND] [PARAMETERS]
Example : shell
Example : shell ?
Example : shell directory
Example : shell cd /resources/text
Example : shell copy thisfile.txt ::
Example : shell del ::thisfile.txt
Example : shell edit thisfile.txt
Short(s): .
This command allows the archon, and users with appropriate FS: and/or VFS:
security flags to access the file system and/or the virtual file system. See
help on CMFS or VFS for the difference between the two.

The commands are case-insensitive, except where dealing with the local file
system, where it may be case-sensitive depending upon the host system. As
mentioned in the CMFS docs, filenames and paths may be preceded by a :: string
to denote forced VFS access, or // to denote forced local file-system access.
When neither is specified for a given shell command, the VFS file is always
preferred. The / character is always used to separate directory paths and
folders, such as /resources/text/down.txt would refer to the file down.txt in
the text folder, which in turn is in the resources folder, which in turn is
located in the root directory.

The shell command may be entered with no parameter to see the players current
directory. When viewing directories, a "-" character will precede a file which
exists only in the VFS system. A "+" character will precede a file which
exists in both the local file system and the VFS system. Since folders always
exist in the VFS, they will always be seen with the "+" character preceding
them.

The shell command can be used to create directories, delete files or
directories, copy files, search for files with given names, search inside text
files for a text string, display a text file, or edit a text file. Many
commands support a mask to limit the files displayed. The mask may include "*"
characters anywhere in the string to match 0 or more unknown characters in the
filenames. A "?" character always matches a single unknown character in a
filename.

See HELP CMFS for more information on CoffeeMuds file system.

SHUTDOWN

Command : SHUTDOWN 
Usage : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
Example : shutdown
Example : shutdown noprompt
Example : shutdown in 10 minutes restart
Example : shutdown at 11:00 pm restart
Short(s):
With no argument, this command will bring down the CoffeeMud server. With the
restart argument, it will "bounce" (restart) the server. You can also specify
how long before the shutdown will begin. This will also cause periodic
warnings to your players.

SNOOP

Command : SNOOP 
Usage : SNOOP [TARGET NAME]
Example : snoop player
Short(s):
This command will allow you to watch a player play -- seeing everything they
type in, and everything they read on their screen.

STAT

Command : STAT 
Usage : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]
[DAYS/WEEKS/MONTHS/YEARS]
Usage : ... (/SKILLUSE/QUEST/AREA/CRIME))
Example : stat
Example : stat 2 weeks
Example : stat tom
Example : stat equipment bob
Example : stat combat bob
Example : stat inventory bob
Example : stat questwins bob
Example : stat tattoos bob
Example : stat titles bob
Example : stat scripts bob
Example : stat charstats bob
Example : stat roomsexplored bob
Example : stat factions bob
Example : stat spell bob
Example : stat skill hassan
Example : stat chant hassan
Example : stat prayer hassan
Example : stat area midgaard
Example : stat item my longsword
Example : stat clan bob
Example : stat fountain
Short(s):
This command serves two purposes. The first is to allow you to view a usage
statistics report on your mud. Entering STAT alone allows you to see
information gathered since midnight. You may also enter a number and a scale
(days, weeks, months, or years) to view information going farther back.

STAT will also allow you to retrieve basic stat information on a player, mob,
item, room, or exit in the game. Entering STAT and the objects name brings up
the most basic information. Specifying AREA, MOB, ITEM, ROOM, or EXIT before
the name will make the search more specific. Including a skill type before a
mob or player name will list their abilities of that type. Valid skill types
include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,
CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by
entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,
STINK, DEITY, QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED,
AREASEXPLORED, ROOMSEXPLORED, ALIGNMENT, INCLINATION, FACTIONS, FACTIONID,
FACTIONAMT, MATTRIB, OBJATTRIB, CLAN, CLANROLE, LEVELTIMES, and CHARSTATS. As
per the player version of this command, you can also use basic stats, such as:
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
MAXCHARISMA, MAXWISDOM, AGE, DETECTION, DOUBT, FAITH, WEIGHTADJ, LEVEL, SENSES,
ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP
(experience), XPFNL (experience for next level), and XPTNL (experience to next
level), QUESTPOINTS, TRAINS, PRACTICES, and any factions shown in the score
command, such as ALIGNMENT. Many of the basic character stats, such as
INTELLIGENCE, etc, can also be prefixed like CURRENT_INTELLIGENCE to ensure you
are getting the fully adjusted value.

STINKIFY

 
Skill : Stinkify
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.

SYSMSGS

Command : SYSMSGS 
Usage : SYSMSGS
Example : sysmsgs
Short(s):
A command to toggle debug mode, or extended messages. A mobile NPC will not be
able to enter or leave a room if a player in this mode is present.

TAKE

Command : TAKE 
Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME])
Example : take all dagger Horice
Example : take qp Horice
Example : take all Horice
Example : take pie Horice
Short(s):
This is A command that forces the specified mob or character to give item that
is in his or her inventory or equipment to you. If the item is inside a
specified container, it will be retrieved from the container. The very special
item name "qp" may be used to take Quest Points from players using this
command.

TASK

Command : TASK 
Usage : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : task nothing is spelled right in this room!
Example : task review
Example : task review 7
Example : task review bob 7
Short(s):
This command can be used to submit builder tasks to the system. When the
REVIEW parameter is given, the tasks will be iterated through one at a time to
give the builder a chance to delete, comment on, or email each one. An
optional starting number can be given to REVIEW. An optional filter can be
given to list only messages assigned to a particular user. The player must be
either an Archon, or a player with the TASKS security string to use this
feature.

TATTOO

Tattoo's are intended to act as miscellaneous flags which players may obtain,
not unlike a quest point. These tattoo's can then be checked for as
requirements to enter rooms or exits, or to possess certain items. If the
common account system is used, accounts can also have tattoos on them as well.

An example would be like this: The completion of a specific quest occurs when
Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where
all the treasure is hidden). Entering this inner chamber automatically grants
Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the
second quest where Nunder's apprentice has escaped with an ancient artifact and
is up to no good. However, to even ENTER the area where Nunder's apprentice is
operating, the system (via the Prop_ReqTattoo property on this other Area)
requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had
not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be
allowed into the realm of Nunder's apprentice.

TEMPLATE

Command : TEMPLATE 
Usage : TEMPLATE LIST (MOBS/ITEMS/EXITS/ROOMS) (MASK)
Usage : TEMPLATE TEMPLATE ADD [NEW ID] [mob/item name/exit direction/here or
room id]
Usage : TEMPLATE DELETE [ID]
Usage : TEMPLATE TOGGLE [ID]
Example : template list mobs myswords
Example : template list
Example : template add myroomid here
Example : template add myswordid the greatest longsword ever
Example : template delete myswordid
Short(s):
The template command allows builders to maintain a personal favorites
collection of items, rooms, mobs, or exit objects for quick duplication using
the create command. Each object must have a unique id, which is typically a
short friendly word. Objects in your templates can also be shared with other
builders, and you will be able to access objects shared by others. Sharing
status is toggled using the template toggle syntax.

TEST

Command  : TEST 
Usage : TEST ALL/[TEST NAME]
Example : test all
Short(s) :
Runs a series of internal tests. This command is only for code developers, and
takes a lot of time and resources to complete, so use it only if you know why
you are doing it.

TICKTOCK

Command : TickTock 
Usage : [NUM HOURS]/CLANTICK/[THREAD NAME]
Example : ticktock 10
Example : ticktock -4
Example : ticktock CLANTICK
Example : ticktock THPLAYERS0
Advance the time by specified number of hours, or cause one of the specified
maintenance threads to immediately go through a cycle. Use LIST REPORTS to get
a list of maintenance threads. The CLANTICK argument forces the timed clan
maintenance.

TRAILTO

Command : TRAILTO 
Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
/[ROOM ID] /EVERYROOM /EVERYAREA
Example : trailto MyArea#394
Example : trailto everyarea
Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea

Short(s):
This command shows the directions one must travel to get from their current
position to the destination given. You can end the areas with 'areanames',
'ignorerooms=', and 'confirm!' flags. You can also include one of these flags:
NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
order until a trail is found. RADIUS changes the width of the space to look for
trails in.

TRANSFER

Skill    : TRANSFER 
Usage : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM/DESC/MOB/AREA/SRVR]
Example : transfer all Midgaard#3001
Example : transfer all midgaard
Example : transfer all north
Example : transfer bob #3001
Example : transfer smurf hassan
Example : transfer bobbyjoe temple of mota
Example : transfer "item sword" north
Example : transfer "all item sword" north
Example : transfer "all items" north
Example : transfer "item sword" midgaard#3001@user$password$server:port
Short(s) :
The targets and their followers will be transported, with very little fanfare,
to the destination listed. This ability is not magical in nature, and is thus
not affected by no-teleport areas and rooms. If all or item is used, it will
refer only to those in the same room as the admin. Otherwise, the admins
present area will be checked for all instances of the name and transfers all of
them. If none are found in the same area, the whole world will be checked. If
the word items is used, then an item can also be transported to a room
destination, though the word INVENTORY is also a valid destination to move the
item into your inventory.

TYPO

Command : TYPO 
Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG)
Example : typo nothing is spelled right in this room!
Example : typo review
Example : typo review 7
Short(s):
This command can be used to submit typos to the system. When the REVIEW
parameter is given, the typos will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW.

UNLINK

Command : UNLINK 
Usage : UNLINK [DIRECTION]
Example : unlink north
Short(s):
A command for the unlinking of rooms from each other.

UNLOAD

Command  : UNLOAD 
Usage : UNLOAD CLASS/HELP/USER/AREA/FACTION/ALL/FILE
Usage : UNLOAD RESOURCE/INIFILE/ACHIEVEMENTS/[FILENAME]
Usage : UNLOAD VFS/[RESOURCE NAME]
Example : unload help
Example : unload all
Example : unload armorsmith
Example : unload class Thief_Search
Example : unload user joe
Short(s) :
Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
lists.ini, library caches, and help files for easy refreshing.

VFS

VFS Refers specifically to those files in the CMFS (CoffeeMud File System)
which are stored in your database, as opposed to directly in your local file
system (hard drive). VFS files are also mentioned to distinguish between local
files, although VFS files appear to CoffeeMud to be right along side, or even
on top of, your local files in your local directories. VFS can even include
its own directories which are not in your local file system. See HELP CMFS for
more information on this topic.

WANDARCHON

The Archon Wand, also known as 'a flashy wand' is an Archon's tool for player
aid and abuse. To use the wand, first hold it, then use 'sayto [target] magic
words...'

The supported magic words and phrases include:
REFRESH - Restore the targets mana, health, hunger, thirst, fatigue, and
removing bleeding effects.
REWIND - If the target has used any skills that cannot be used again for a
time, this will reset those timers
BLAST - Set the target to 1 hp, 1 mana, 1 movement.
LEVEL x UP - The target gains x levels.
LEVEL x DOWN - the target loses x levels.
BURN - Do some fire damage to the target.
RESTORE - Cure diseases, poisons, injuries, amuputations, and broken limbs.
GAIN x UP - Give the target a skill whose id is x (Prayer_Heal), at 100%
proficiency.
GAIN ALL UP - Give the target all skills they qualify for, at 100% proficiency.

GAIN UP - Set all of the targets existing skills to 100% proficiency.

WHERE

Command : WHERE 
Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
Usage : WHERE (AREA) SELECT: [REST OF MQL STATEMENT]
Example : where
Example : where dog
Example : where area item knife
Example : where area mobmask -race +orc -levels +>=10
Example: where area select: * from areamobs where 'farmer' in name
Example : where !
Short(s):
Without an argument, this command displays the names and locations of all
players online. With the ROOM, MOB, ITEM, or no argument, it will show all
mobs, rooms, and/or items the match the given key words in the mask, along with
room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or
items that match the given Zapper Mask (See ZAPPERMASKS). With the SELECT:
prefix, it will show the results of an MQL query (see AHELP MQL. The arguments
may be qualified with AREA to show only the Archons current area. The argument
! will show the mundane/player version of the WHERE command.

WHO

Command : WHO 
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who account
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on. If account is given, then a list of players with the
account they belong to is shown.

WIZEMOTE

Command : WIZEMOTE 
Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message

Example : wizemote all You are having fun!
Example : wizemote here We are having fun!
Example : wizemote bob You are having more fun though.
Example : wizemote "Death Area" Something bad happened here!
Example : wizemote "Death Area#5320" Something bad happened there!
Example : wizemote "The Artisans" Something bad happened to your clan!
Short(s):
A command to send emote-type messages to everyone in an area, a room, a clan,
or to a specific player, or to everyone everywhere.

WIZINFO

Command : WIZINFO 
Short(s):
The automatic information channel available to admins and area admins. Turned
off with NOWIZINFO

WIZINV

Skill    : WIZARD INVISIBILITY 
Usage : WIZINV (OFF/NOCLOAK)
Example : wizinv
Example : wizinv nocloak
Short(s) :
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. In addition, the invoker will not hunger or thirst, may pass through
any terrain unhindered (except doors), and is invulnerable to sleep spells.
Lastly, unless the nocloak parameter is specified, the Archon is completely
cloaked as per the CLOAK command.

WRATH

 
Skill : Wrath
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.

XML

Command  :  
Usage : By MUDGrinder only
Example :
Short(s) :
This command exist to fascillitate the transfer of information between
MUDGrinder and CoffeeMud. Do not use this command for any reason.

ZAPPERMASKS

+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) 
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
+OR/-OR to separate conditions. -OR negates the following condition(s)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
/+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y"
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)