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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)
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