TinyMUCK v2.2fb5.30 Help Text

@action

@action name=source [=regname].

Creates a new action and attaches it to the thing, room, or player specified. If a regname is specified, then the _reg/regname property on the player is set to the dbref of the new object. This lets players refer to the object as $regname (ie: $mybutton) in @locks, @sets, etc. You may only attach actions you control to things you control. Creating an action costs 1 penny. The action can then be linked with the command @LINK.

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@attach

@attach action=new source.

Removes the action from where it was and attaches it to the new source. You must control the action in question.

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@boot

@boot player.

Disconnects a player from the game. If a player is connected more than once it affects the most recent connection. Only a wizard may use this command. (Note-For the FurryMUCK boot policy, check the policy file under news--'news policies'.)

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@chown

@chown object [=player].

Changes the ownership of object to player, or if no player is given, to yourself. If the MUCK is compiled with PLAYER_CHOWN, all players are allowed to take possession of objects, rooms, and actions, provided the CHOWN_OK flag is set. Mortals cannot take ownership of a room unless they are standing in it, and may not take ownership of an object unless they are holding it. Wizards have absolute power over all ownership.

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@create

@create object [=cost[=regname]].

Creates a new object and places it in your inventory. This costs at least ten pennies. If cost is specified, you are charged that many pennies, and in return, the object is endowed with a value according to the formula: ((cost / 5) - 1). Usually the maximum value of an object is 100 pennies, which would cost 505 pennies to create. If a regname is specified, then the _reg/regname property on the player is set to the dbref of the new object. This lets players refer to the object as $regname (ie: $mybutton) in @locks, @sets, etc. Only a builder may use this command.

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@idescribe

@idescribe object [=text].

Sets the idescription field of object to text. If text is not specified, the description field is cleared. This is the same as '@set object=_/ide:[text]' An idescription is what is seen on the inside of a vehicle, when a player inside it looks around.

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@describe

@describe object [=text].

Sets the description field of object to text. If text is not specified, the description field is cleared. This is the same as '@set object=_/de:[text]' A description is what is seen when a player looks at something.

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@dig

@dig room [=parent [=regname]].

Creates a new room, sets its parent, and gives it a personal registered name. If no parent is given, it defaults to the first ABODE room down the environment tree from the current room. If it fails to find one, it sets the parent to the global environment, which is typically room #0. If no regname is given, then it doesn't register the object. If one is given, then the object's dbref is recorded in the player's _reg/regname property, so that they can refer to the object later as $regname. Digging a room costs 10 pennies, and you must be able to link to the parent room if specified. Only a builder may use this command.

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@drop

@drop object [=text].

Sets the drop field of object to text. If text is not specified, the drop field is cleared. The drop message on an object is displayed when you drop it. On an exit, it is displayed upon entering the destination room. On a player it is displayed to whoever kills them. On a room, it is displayed when an object is dropped there. This is the same as '@set object=_/dr:[text]'

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@dump

@dump [filename].

Only wizards may use this command. Saves the database from memory to disk. Automatically occurs every three hours, and when @shutdown is used. It does slow down the server, so only use if you fear a server crash is iminent. If a filename is given, it will save the db to that file, and save any subsequent dumps to it as well.

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@edit

@edit program.

Searches for a program and if a match is found, puts the player into edit mode. Programs must be created with @PROGRAM.

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@fail

@fail object [=message].

object can be a thing, player, exit, or room, specified as name or #number or 'me' or 'here'. Sets the fail message for object. The message is displayed when a player fails to use object. Without a message argument, it clears the message. This is the same as: '@set object=_/fl:[text]' See also @OFAIL, and @DESCRIBE.

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@force

@force player=command.

Causes the game to process command as if typed by player. With the compile option GOD_PRIV, God cannot be forced by his/her sub-wizards.

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@link

@link object1=object2 [; object3; ... objectn ].

Links object1 to object2, provided you control object1, and object2 is either controlled by you or linkable. Actions may be linked to more than one thing, specified in a list separated by semi-colons.

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@list

@list program [=[line1] [-] [line2]].

Lists lines in a program, provided you control it or it is LINK_OK. Zero, one, or two line numbers may be specified, denoting the range of lines to list. If no lines are given, the entire program is listed.

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@lock

@lock object=key.

Locks object to a specific key(s). object can be specified as name or #number, or as 'me' or 'here'. Boolean expressions are allowed, using '&' (and), '|' (or), '!' (not), and parentheses ('(' and ')') for grouping. To lock to a player, prefix their name with '*' (ex. '*Igor'). A key may be a player, an object, or 'property:value'.

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@kill

@kill processid|playername|programdbref|"all".

If passed a processid (a number without a '#' preceeding it), it will kill the given process, if the player controls it. If passed a player name, it will kill all the processes controlled by that player. If passed a program dbref, it will kill all processes that that program is running in. If the argument passed is "all", and the player is a wizard, it will kill all processes on the timequeue.

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@name

@name object=name [password].

Sets the name field of object to name. name cannot be empty; a null name is illegal. password must be supplied to rename a player. Wizards can rename any player but still must include the password.

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@newpassword

@newpassword player [=password].

Only wizards may use this command. Changes player's password, informing player that you changed it. Must be typed in full. If GOD_PRIV was defined, nobody can change god's password.

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@odrop

@odrop object [=text].

Sets the odrop field of object to text. If text is not specified, the odrop field is cleared. Odrop on an object is displayed prefixed by the player's name when s/he drops that object. On an exit, it is displayed upon a player's arrival to the destination room (or the location of the destination player). On a player, it is displayed after the `name killed victim!' message. On a room, it is displayed when an object is dropped there, prefixed by the object's name. This is the same as: '@set object=_/odr:[text]' See also @DROP.

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@ofail

@ofail object [=message].

The @ofail message, prefixed by the player's name, is shown to others when the player fails to use object. Without a message argument, it clears the message. object can be specified as name or #number, or as 'me' or 'here'. This is the same as: '@set object=_/ofl:[text]'. See also @FAIL.

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@open

@open exit [=object [; object2; ... objectn ] [=regname]].

Opens an exit in the current room, optionally attempting to link it simultaneously. If a regname is specified, then the _reg/regname property on the player is set to the dbref of the new object. This lets players refer to the object as $regname (ie: $mybutton) in @locks, @sets, etc. Opening an exit costs a penny, and an extra penny to link it, and you must control the room where it is being opened.

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@osuccess

@osuccess object [=message].

The @osuccess message, prefixed by the player's name, is shown to others when the player successfully uses object. Without a message argument, it clears the @osuccess message. It can be abbreviated @osucc. object can be specified as name or #number, or as 'me' or 'here'. This is the same as '@set object=_/osc:[text]' See also @SUCCESS.

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@OWNED

@owned name [= flags/types = [output type]].

Searches through the database for items that name controls. Flags or types can be specified to check for or against certain ones. (A ! before the flag indicates that it is to be excluded.) A "U" in the flags list indicates an unlinked item. The output types that can be specified are owners, links (which outputs either *UNLINKED*, the object to which the item is linked, or *METALINK* for exits linked to more than one thing), count, and location.

Valid flags: ABCDHJKLMQSW

Flags of E, F, G, P, R, and T will match Exits, programs, Garbage, Players, Rooms, and Things, respectively. U will match unlinked objects. 0, 1, 2, or 3 will match Mucker Levels.

Example: '@owned Revar=f!l3=location'

Will list all Mucker Level 3 (3) programs (F) owned by revar, that are NOT set Link_OK (!L), and it will give the location of each one.

Note that only wizards can get information for name not their own. See also @ENTRANCES, @FIND, @CONTENTS.

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@password

@password old password=new password.

This changes your password.

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@pcreate

@pcreate player=password.

Only wizards can use this command. This command creates a new player. It may only be used if REGISTRATION is enabled.

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@program

@program program.

Create a new program, or enter edit mode on an existing one. See also @EDIT and the Programmer's Reference.

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@ps

@ps.

Lists the status of the currently running MUF program processes. This lists all processes for a Wizard. Non-Wizards only see the muf processes that they can @kill. See also @KILL.

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@recycle

@recycle object.

Destroy an object and remove all references to it within the database. The object is then added to a free list, and newly created objects are assigned from the pool of recycled objects first. You *must* own the object being recycled, even wizards must use the @chown command to recycle someone else's belongings.

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@set

@set object = [!] flag -or- @set object = property : [ string ] -or- @set object = :

@set does one of three things on TinyMUCK, it can modify flags, add properties to an object, or remove properties from an object.

Using the first format, you may set flags, which are: WIZARD, LINK_OK, DARK [DEBUG], FILTER, STICKY [SETUID], JUMP_OK, BUILDER [BOUND], QUELL, CHOWN_OK, HAVEN [HARDUID], ABODE [AUTOSTART], VEHICLE, ZOMBIE, or MUCKER. You can also set the MUCKER (or Priority) Level of an object by using 0, 1, 2, or 3 as the flag name. An optional flag which may or may not be on a given site is KILL_OK.

The second format sets property on object to string, or if string is not given, removes property.

The third format removes all properties from an object.

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@shutdown

@shutdown.

Only wizards may use this command. Shuts down the game. Must be typed in full.

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@stats

@stats [player].

For mortal players, returns the highest number in the database, which includes garbage that has been generated with @recycle. For Wizards, gives this number as well as a breakdown of each type of object: rooms, exits, things, programs, players, and garbage. Wizards may also specify player which returns a similar display limited to the possessions of player.

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@success

@success object [=message].

Sets the success message for object. The message is displayed when a player successfully uses object. Without a message argument, it clears the message. It can be abbreviated @succ. object can be specified as name or #number, or as 'me' or 'here'. This is the same as '@set object=_/dr:[text]' See also @OSUCCESS.

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@teleport

@teleport arg1 [=destination].

Moves arg1 to destination, if destination is not given, moves you to arg1. Wizards may teleport anything to anywhere, provided it makes sense, and mortals are allowed to do two things: teleport rooms to change their parent fields, and the may teleport things to a room they can link to, provided they control either the thing or its location.

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@toad

@toad player1 = player2.

Only wizards may use this command. Turns player1 into a slimy toad, destroying their character. All possessions of player1 are @chowned to player2. Must be typed in full.

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@trace

@trace object [=depth].

Starts with object and traces all location fields, until the global-environment room is reached or the optional depth is specified. This is generally useful for finding which rooms are parents in your heirarchy. If you cannot link to a particular location its name is replaced by stars ***.

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@unlink

@unlink dir -or- @unlink here.

Removes the link on the exit in the specified direction, or removes the drop-to on the room. Unlinked exits may be picked up and dropped elsewhere. Be careful, anyone can relink an unlinked exit, becoming its new owner (but you will be reimbursed your 1 penny). See also @LINK.

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@unlock

@unlock object.

Removes the lock on object. See also @LOCK.

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@usage

@usage.

A Wizard only command that gives system resource usage stats for the muck server process.

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@wall

@wall message.

Only wizards may use this command. Shouts something to every player connected. Must be typed in full.

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abode

@set here=abode.

If a room is set ABODE, players can set their homes there, and can set the homes of objects there. (LINK_OK is now used only for exits, and ABODE is for players and objects.)

When set on a program, it means AUTOSTART. This means that when the game is first started up, the program will automatically be run with a trigger of #-1 and a 'me @' of the owner of the program. This is useful to restart processes that run in the background periodically.

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bogus or pseudo

Bogus commands can be made using exits. For example, to make a 'sit' command, one could "@open sit", then "@link sit=here" (because unlinked exits can be stolen), "@lock sit=me&!me" (impossible to be both at once, therefore always fails), and "@fail sit=You sit on the chair."; "@ofail=sits on the chair.". Since nobody can go through it, it always fails. The @fail message is displayed to the player, and the @ofail message (preceded by the player's name) to everyone else.

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builder

Some mud restrict building commands to players whose builder flag is set. The builder flag, BUILDER, is only meaningful for players. On such systems, only builders can @create, @dig, @link, @open, or pick up unlinked exits. Only a wizard can set this flag.

When BUILDER is set on a program, it is called "BOUND" and it causes any functions within the program to run in preempt mode, regardless of the multitasking mode that the process had before calling this program. When the execution exits this program, the multitasking mode returns to what it was before the function was called. This lets libraries of atomic functions be written.

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chown_ok

When set, this flag indicates that any player may use the @chown command to claim ownership of the item. See also @CHOWN.

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commands

All sorts of commands are available to players. Common ones are listed by typing 'help'; you can get a listing of all commands by typing 'help index' and learn about each one with 'help command' as needed. Since exits can be given the same name as commands, this can be confusing to beginners. All @ commands are caught before exits are checked, however, as well as WHO, QUIT, OUTPUTPREFIX, OUTPUTSUFFIX, and home. Also, some areas may have more commands available in them. See also BOGUS.

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control

There are 5 rules to controlling objects:
  1. You control anything you own.
  2. A wizard or God controls everything.
  3. Anybody controls an unlinked exit, even if it is locked. Builders should beware of 3, lest their exits be linked or stolen.
  4. Players control all exits which are linked to their areas, to better facilitate border control.
  5. If an object is set CHOWN_OK, anyone may @chown object=me and gain control of the object.
See also CHOWN_OK.

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costs

Costs:
kill:
10p (or more, up to 100p).
@dig:
10p.
@create:
10p (ormore, up to 505p), sacrifice value=(cost-5)/5.
@find, @owned:
100p.
@link:
1p (if you didn't already own it, +1p to the previous owner).
@open:
1p (2p if linked at the same time).
Wizards don't need money to do anything.

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dark

If a room is DARK, then when people besides the owner 'look' there, they only see things they own. If a thing or player is DARK, then "look" does not list that object in the room's Contents:. Players can set rooms they own dark, and may also set objects they own dark, but they cannot drop dark objects in rooms they don't control. Wizards can set players dark.

When a program is set DARK, it is called DEBUG, and a running stack trace is printed out to any users of the program for each instruction executes.

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drop or throw or put

drop object.

Drops the object if you are holding it. It moves the object to the room you are in, unless its STICKY flag is set, or the room has a drop-to. Programs are much like objects but are not affected by room droptos or STICKY flags. A 'drop' message can be set, which will be shown to the player dropping the object, and an 'odrop', which will be shown to the other players in the room. Throw and put are aliased to drop. See also @DROP, @ODROP.

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drop-to

When the @link command is used on a room, it sets a drop-to location. Any object dropped in the room (if it isn't STICKY) will go to that location. If the room is STICKY, the drop-to will be delayed until the last person in the room has left.

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examine

examine object[=propdir].

If you control object, examine will give you a complete breakdown of all fields, flags, &c that are associated with the object. If the optional propdir field is supplied, then it instead lists out all the properties directly under that propdir. To list the base propdir of an object, use 'ex object=/'.

Program-executing fields are displayed as their true text, rather than executing the program in question. If you do not control object, however, it prints the owner of the object in question, and, again, displays the true text of the description.

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failure

You fail to use a thing when you cannot take it (because it's lock fails). You fail to use an exit when you cannot go through it (because it's unlinked or locked). You fail to use a person when you fail to rob them. You fail to use a room when you fail to look around (because it's locked). See also STRINGS, @FAIL. and @OFAIL.

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flags

The flags are displayed as letters following an object's ID number. Flags are set with the @set command. The flags are: W(izard), S(ticky), L(ink_OK), D(ark),, J(ump_OK), K(ill_OK), C(hown_OK), H(aven), A(bode), B(uilder), V(ehicle), Z(ombie), and The flags R(oom), E(xit), and P(layer) are also used. Debug is the same flag as Dark, Silent as Sticky, and Bound as Builder. F refers to a Muck Forth program. An M followed by a 1, 2, or 3 gives the Mucker Level. (Priority Level for exits.) See also TYPES, GENDER, and individual flag names.

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gender

@set me=sex:unassigned|male|female|neuter.

Default unassigned. If a player's sex is set, %-substitutions will use the appropriate pronoun for that player. Only meaningful for players. See also SUBSTITUTIONS.

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get or take

get object.

Attempts to pick up object. The lock on object is checked for a success (true), and the normal path of success/fail is then taken. On success the object is placed in your inventory.

get container=object

Attempts to get object from the given container. The _/clk lock property on container is tested, and if it is true, then it checks to see if the standard _/lok lock property on object tests true. If both locks pass, then object is moved into the player's inventory. If there is no _/clk property on container it defaults to failing. The _/lok property, on object, on the other hand, defaults to passing. @succ/@fail messages are not displayed, when fetching something from a container.

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give

give player|object=amount.

Gives amount pennies from your supply to player. Mortals may only give positive amounts and may not cause a player to have more than 10000 pennies. Wizards do not affect their penny supplies by giving to others, and may also give pennies to objects, changing that object's value.

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go or move

go[to] direction -or- go[to] home.

Goes in the specified direction. 'go home' is a special command that returns you to your starting location. The word 'go' may be omitted. 'move' is the same as 'go'.

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goal

There is no ultimate goal to this game, except to have fun. There are puzzles to solve, scenery to visit, and people to meet. There are no winners or losers, only fellow players. Enjoy.

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god

On most mu*s, #1 is the system maintainer and God. Only #1 can set a player Wizard. Wizards cannot affect #1. See also WIZARD.

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gripe

gripe message.

Sends message to the system maintainer. Gripes are logged for later reference; also, if the system maintainer is connected he will receive the gripe real-time when the gripe is made.

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haven

@set here=haven -or- @set me=haven.

If a room is HAVEN, you cannot kill in that room. If a player is set HAVEN, he cannot be paged. See also PAGE.

HAVEN, when set on a program is called HARDUID, and causes that program to run with the permissions of the owner of the trigger, rather than with the permissions of the user of the program. When this is set in conjunction with the STICKY (SETUID) flag on a program, and the program is owned by a wizard, then it will run with the effective mucker level and permissions of the calling program. If the caller was not a program, or the current program is NOT owned by a wizard, then it runs with SETUID permissions.

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help

help [subject].

With no arguments, this command returns a brief summary of basic commands on playing the game. When subject is specified, it returns detailed informaion on that topic. Lists of topics are available by typing help index1, help index2, and help index3.

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here

The word 'here' refers to the room you are in. For example, to rename the room you're in (if you control it), you could enter "@name here=new name".

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home

home.

Sends you home, no matter where you are. You retain your pennies, but any objects you are carrying leave your inventory and return to their own homes. See also HOMES.

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homes

Every thing or player has a home. This is where things go when sacrificed, players when they go home, or things with the STICKY flag set go when dropped. Homes are set with the @link command. A thing's home defaults to the room where it was created, if you control that room, or your home. You can link an exit to send players home (with their inventory) by "@link dir=home". Drop-tos can also be set to 'home'. @teleport accepts home as an argument, so you can @teleport things (and players if you are a wizard) to their home. See also STICKY, @TELEPORT, DROP-TO and @LINK.

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inventory

inventory.

Lists what you are carrying. This can usually be abbreviated to inv or i.

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jump_ok

The Jump_OK flag is used in several ways. Unprivileged programs cannot use MOVETO on an object unless the player either controls the object, the room it's being moved from, and the room it's being moved to, or else they are set Jump_OK.

A player cannot use an action that is linked to another player unless the other player is set Jump_OK.

On some systems, where SECURE_TELEPORTing is set up, you cannot use an action to leave a room, unless the action is either attached to that room, or the room is JUMP_OK.

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kill or kill_ok

kill player [=cost].

A successful kill sends the player home, sends all objects in the player's inventory to their respective homes. The probability of killing the player is cost percent. Spending 100 pennies always works except against Wizards who cannot be killed. Players cannot be killed in rooms which have the HAVEN flag set. On systems where the KILL_OK flag is used, you cannot kill someone unless both you and they are set Kill_OK.

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killing

Getting killed is no big deal. If you are killed, you return to your home, and all things you carry return to their homes. You also collect 50 pennies in insurance money (unless you have = 10000 pennies). See also KILL and MONEY.

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link_ok

If a room is LINK_OK, anyone can link exits to it (but still not from it). It has no meaning for people, things, or exits. A program that is link_ok can be called by any other program, and can be run from actions and propqueues not owned by the owner of the program. See also @LINK.

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linking

You can link to a room if you control it, or if it is set LINK_OK or ABODE. Being able to link means you can set the homes of objects or yourself to that room if it is set ABODE, and can set the destination of exits to that room if it is LINK_OK. See also LINK_OK, ABODE, and @LINK.

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look or read

look [object].

Looks around at the current room, or at object if specified. For players, displays their description and inventory, for things, their description, and for rooms, their name, description, succ/fail message, and contents. Also triggers osucc/ofail messages on rooms. Programs are triggered accordingly on desc/succ/fail fields.

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man

man [subject].

Displays the programmer's manual or a quick reference.

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me or new

The word 'me' refers to yourself. Some things to do when starting out:
  1. Give yourself a description with "@describe me=description", then look at yourself with "look me".
  2. Prevent anyone else from robbing you with "@lock me=me".
  3. Set your gender, if you wish it known, with "@set me=gender:male" or "@set me=gender:female" (or "@set me=gender:neuter" to be an 'it').

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money

Building and some other actions cost money. How to get money:
  1. Find pennies.
  2. Sacrifice (drop) things in the temple.
  3. Get killed.
  4. Be given money.
  5. Rob someone.
Once you reach 10000 pennies, it becomes difficult to acquire more. Wizards don't need money to do anything. See also COSTS.

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Mucker Levels or ML0, ML1, ML2, ML3 (flags 0-3) or Priority Levels

The mucker level of a player or program specifies whether or not a player can make MUF programs, and what permissions they will have when the programs are run. Only a wizard may set the mucker level of a player, and a normal player may only set the mucker level of programs they own to less than their current mucker level. A program cannot be set to mucker level 0, since it doesn't mean anything.

When the mucker level of an exit is set, is it called the exit's priority level. The priority levels let you specify that certain exits are not overidable by local actions. When an exit is searched for, in the matching routines, it will match like it used to, except that if it finds an exit, later in the search order, that has a higher priority level, it will choose that exit instead.

You can set the priority level of an exit by setting its Mucker Level. (example: @set exit=2) A level of 0 is the lowest priority, and a level of 3 is the highest priority. Only a Wizard can set the priority level of an action or exit.

When the server looks for the standard "connect", "disconnect", or "look" actions, it will ignore any actions with a priority Level of 0. When an action is @attached to another object, @named to something else, or @unlinked, its Priority Level is reset to 0.

If COMPATIBLE_PRIORITIES is #defined on your system, then exits that are on room or player objects will never act as if they have an effective priority level of less than 1.

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news

news [topic].

Displays the current news file for the game. Must be typed in full. If a topic is given, then it displays the information on that specific topic.

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number, dbref, or objref

Each object has an ID number (the 'dbref'), which appears after the name of an object, and is followed by any flags on the object; i.e. foo(#3672PM) is a Player, Male, named foo, with #3672. This number is a database reference, and is used to specify objects at a distance; i.e. ex #room ID number. You will only see the ID number of objects you own, or which are set LINK_OK, ABODE, or CHOWN_OK. Wizards can see the numbers and flags on all objects. See also FLAGS.

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objects

You can specify objects (things, players, exits, and rooms) by name if they're in your inventory or in the same room as you. You need only type enough letters of the name to be unambiguous. You can also specify objects anywhere by their ID numbers, in the form #number. Players in other rooms may be specified in the form *player name. The keywords 'me' can be used for yourself, and 'here' for the room you're in. See also TYPES.

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outputprefix

OUTPUTPREFIX [string].

Must be in all capitals, and typed in full. Prints the given line before the output of every command, setting them apart from other messages.

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outputsuffix

OUTPUTSUFFIX [string].

Must be in all capitals, and typed in full. Prints the given line after the output of every command, setting them apart from other messages. Only robots may use this command. See also OUTPUTPREFIX and ROBOT.

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robot

I'm not sure what the authors are talking about here. The only reference to "robot" in the FB5.31 documentation is in the OUTPUTSUFFIX command. No further information is available. -- Telzey

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page

page player [=message].

This tells a player that you are looking for them. They will get a message in the form of 'You sense pager is looking for you in location.' A message is optional, and is delivered in the form of 'pager pages: message.' Your location is not revealed in message pages. If a player is set HAVEN, you cannot page them, and they will not be notified that you tried. You will instead be told, 'That player does not wish to be disturbed.' (Note: Most systems use a program with a global 'page' action, which takes the place of the built-in 'page' command, and has more features.)

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QUIT

QUIT.

Must be in all capitals, and typed in full. Logs out of your character and leaves the game. Your character remains at the location you are in when you log out, although it might be moved elsewhere while you are 'asleep.'

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rob

rob player.

Attempts to steal one penny from player. The only thing you can rob are pennies. See also ROBBERY.

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robbery

When you rob someone, you succeed or fail to use them. You can protect yourself from being robbed by entering "@lock me=me" (See ME and @LOCK). If you lock yourself to yourself, you can rob yourself and set off your @success and @osuccess messages. See also ROB, SUCCESS, and FAILURE.

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say

say message.

Says message out loud. You can also use '"message'. Another command is ':message'. This is used for actions, ex. if your name was Igor, and you typed ':falls down.', everyone would see "Igor falls down." See also TinyMUCK Page, the Help Index or the Alphabetic Index


score

score.

Displays how many pennies you are carrying.

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sex

@set me=sex:unassigned|male|female|neuter.

Default unassigned. If a player's sex is set, %-substitutions will use the appropriate pronoun for that player. Only meaningful for players. See also SUBSTITUTIONS.

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sticky

If a thing is STICKY, it goes home when dropped. If a room is STICKY, its drop-to is delayed until the last person leaves.

If a player is STICKY (SILENT), they don't see the dbrefs on things they own, and they do not see dark objects. If an exit is linked to a Thing, and it is located on another Thing, then if the exit is not STICKY, the Thing the exit is located on will go home when the exit is triggered. If a program is STICKY (SETUID) it runs with the permissions of the owner of the program, not the perms of the user. See also HOMES, STICKY, and DROP-TO.

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strings

Objects have several standard strings:
  1. A name.
  2. A description, stored in _/de property.
  3. An inside description (for vehicles), stored in _/ide property.
  4. A success message (seen by the player), stored in _/sc property.
  5. A fail message (seen by the player), stored in _/fl property.
  6. An osuccess message (seen by others), stored in _/osc property.
  7. An ofail message (seen by others), stored in _/ofl property.
  8. A drop message (seen by the player), stored in _/dr property.
  9. An odrop message (seen by others), stored in _/ofl property.
See also @SET and PROPDIRS.

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substitutions

Substitutions, also known as pronouns, pronoun_subst, and pronoun substitution (substitutions for %a, %s, %o, %p, %r, and %n). @osuccess, @ofail, and @odrop messages may contain %-substitutions, which evaluate to gender-specific pronouns if the player's sex is set. They are: Capitalized pronouns are also available with %A, %S, %O, %P, and %R. If you need a '%', use %%. Example: '@ofail teapot=burns %p hand on the hot teapot.' See also GENDER.

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success

You successfully use an object when you take it. You use an exit successfully when you go through it. You use a person successfully when you successfully rob them. You successfully use a room when you look around. See also STRINGS, @SUCCESS and @OSUCCESS.

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timestamps

Every object has a timestamp, which includes the time last used, the time last modified, the time the object was created, and the number of times that that object has been used by a player. They are shown by using EXAMINE. 'Usage' is defined as follows: Players-when they are connected, Rooms-when entered or 'look'd at, Exits-when invoked (by a 'go' command) or 'look'd at, Things-when 'look'd at or 'take'n/'drop'd, Programs-when run by a player. Examining an object does not count as looking at them.

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types

There are 5 types of objects: things, players, exits, rooms, and programs. The first letter following an object's ID number indicates the type: P(layer), E(xit), R(oom), otherwise, thing. Things are inanimate objects that can be carried. Players are animate objects that can move and carry. Exits are the means by which objects move. Rooms are locations that contain objects and linked exits. Programs are player-written extensions to the game.

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vehicle

@set thing=vehicle.

Objects of TYPE_THING, that have the VEHICLE flag set, can contain players. To enter a vehicle, you can either use a MUF program to teleport you to it via MOVETO, you can get a wizard to @teleport you into it, or else you an use an action that is both attached and linked to the vehicle to enter it. This means that you can only enter a vehicle from the same room that it is in, and you cannot use far links to enter it. This prevents the use of vehicles to get around locks. Inside the vehicle, you will see it's @idesc, instead of it's @desc, and you will not be shown it's @succ or @fail. Objects dropped in a vehicle will not go away to the their homes, as a vehicle cannot have a dropto set in it.

Things with the VEHICLE flag set cannot enter rooms or use exits that have the VEHICLE flag set. This allows a way to prevent vehicles from entering areas where it would be illogical for them to be.

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whisper

whisper player=message.

Whispers the message to the named person, if they are in the same room as you. No one else can see the message. Wizards can whisper *player=message to whisper to players in other rooms. (note: Some systems use a program in place of the built in whisper command. These programs generally provide many more useful features.)

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who

WHO [player].

Must be in all capitals, and typed in full. Lists the name of every player currently logged in, and how long they have been inactive. If given a player name, it displays only the matching names and idle times. Wizards also get a display of the host the player is connected from.

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wizard

If a person is WIZARD, they are a wizard, unkillable, subject to fewer restrictions, and able to use wizard commands. It is only meaningful for players and programs. In general, WIZARDs can do anything using #number or *player. Only player #1 can set and unset the WIZARD flag of other players if GOD_PRIV is used.

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quell

A wizard set QUELL is effectively a normal player with no wizardly powers. Programs that test to see if a player is wizard will get a false response from '"wizard" flag?' when the player is QUELLed. Wiz-bitted programs will still act wizbitted whether or not the owner is QUELLED.

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silent

A player can set themselves "SILENT" and not see all the dbrefs and dark objects that they own. They won't see objects in a dark room either. They still control the objects though. Silent is the same flag as STICKY.

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zombie

@force and the FORCE muf primitive can be used on objects of type THING, if they have the ZOMBIE flag set. Objects act as if they have the permissions of their owner. If an object is locked against a player, it will also be locked against anything that that player owns, that tries to test the lock.

Things with the ZOMBIE flag set cannot enter rooms or use exits that have the ZOMBIE flag set. This allows a way to prevent zombies from entering areas where they are not wanted.

If you try to run a program that you control, that has its ZOMBIE flag set, it will drop you into the MUF debugger. This lets you step line by line, or instruction by instruction through a muf program, setting breakpoints to stop at, and other nice things. There is help available within the debugger, via the 'help' command.

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PROPDIRS

Properties are stored in AVL trees, and organized into directories of properties. This speeds things up, and keeps you from being spammed on examines. To examine the properties on an object, use 'ex obj=propdir'. where to examine the base properties in an object, propdir would be '/'. You can see the value of a single property with 'ex object=propname'.

Propdirs are a method of storing and organizing properties to speed access and to provide a sort of built-in organization. The basic idea is to make something similar to a 'filesystem' for properties. In this analogy, each person would be a filesystem, with a root directory and (theoretically) an infinite number of properties beneath that.

A property has been expanded with the idea that each property may now contain a new property list -- the 'propdir'. properties can both have a value (either integer or string as before) _and_ contain other properties.

The actual directory entries may ALSO contain data. Propdirs' only real 'visible' changes are in the names of properties -- '/' is used as the property directory separator, and so will not appear in the names of the properties when listed through 'examine' or MUF programs.

Property protections have also been expanded -- the . and _ may appear either at the beginning of the property name or immediately following a '/', and that property will have the appropriate protections. For example, the property '/mail/.inbox/mesg/#' would have the same protections as '.mesg#' would now.

There are two ways to remove a property list:

Because of the first method of removing propdirs, the ability to have a property list and value in the same property should be used sparingly.

If you try to access a property ending in '/', in MUF, it will give a programmer error, except in NEXTPROP, in which it will give the name of the first property in that propdir.

The last visible, non-MUF change that propdirs bring is that 'examine' will no longer show properties _directly_. Instead, where the properties would normally be shown, it will say: "[ Use 'examine object=/' to list root properties. ]"

Examine now can take an argument which is the property or propdir to view. If the property name given ends with a '/', all properties in property directory will be listed, otherwise the single property named will be shown.

Internally, a few things changed. property lists are now stored as AVL trees instead of straight lists, so there is a speed increase even if propdirs are not directly used. This also means properties are kept in sorted order and will be displayed that way. 'addprop' will no longer allow a ":" in the property name. To clear a propdir's value without deleting the proptree below it, from MUF do a '"" 0 addprop' to it.

A property can *not* have both a string and integer stored at the same time anymore. The old property.c was lax and allowed this, even though the integer value would be lost on dbload.

See also PROPDIRS-EXAMPLE.

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PROPDIRS-EXAMPLE

Property and Propdir Usage Examples:

Lines indented only 2 spaces are what the user is typing. Lines indented 6 spaces are what the MUCK is returning to the user. Lines in justified paragraphs, like this one, are comments on what's going on. First, lets set up a bunch of properties.

  @set me=first:a property.
  @set me=second:another property.
  @set me=first/one:A property in a propdir
  @set me=first/two:Another property in a propdir
  @set me=third/prime:three
Okay, now lets see what properties we have. We use the examine command to do that, with a second argument, to tell it what we want to list in the way of properties. In this case, since we want to list the base level properties, we use '/'.

  ex me=/
      first/: (string) a property.
      second: (string) another property.
      third/: (no value)
Okay, it has a few properties with the first part of the names of the properties that we set. The /'s at the end of some of the property names means that there are sub-properties that we can list. When we set a property like 'first/one', it's actually creating a sub-property named 'one' beneath a property named 'first'. If 'first' doesn't already exist, then it will create that property. Let's list what sub-properties we created under 'first'.

  ex me=first/
      first/one: (string) A property in a propdir.
      first/two: (string) Another property in a propdir.
Here we see the properties that we set as sub-properties under 'first'. We examined for 'first/' to list the sub-properties. The / at the end of the name tells the game that we want it to list the sub-properties of that property, and not that property's value itself. Lets see what value the property 'first' has, itself. To do this we leave off the '/'

  ex me=first
      first/: (string) a property.
Okay, lets say that we just want to see the value of the sub-property named 'one', under the property 'first'. We can list it as follows:

  ex me=first/one
      first/one: (string) A property in a propdir.
If the property or sub-property that you specify does not exist, it will complain about it.

  ex me=first/three
      No property found.
If a property was created to contain a sub-property, but was never given a value itself, it is listed as having no value. It has sub-properties, however.

  ex me=third
      third/: (no value)
Let's list those sub-properties.

  ex me=third/
      third/prime: (string) three
Okay, let's delete the sub-property 'prime', from under the property 'third'. To do this, we act like we are setting the variable again, except that we are giving it no value this time.

  @set me=third/prime:
  ex me=third/
      No properties listed.
There. It's gone. Now let's list the bottom level properties again.

  ex me=/
      first/: (string) a property.
      second: (string) another property.
Whoops! The property 'third' is gone too! This is because properties with no values are automatically deleted when their last sub-property is deleted. Let's delete a subproperty from 'first', now.

  @set me=first/one:
  ex me=/
      first/: (string) a property.
      second: (string) another property.
The property 'first' still exists, with it's string value, and it still has sub-properties. Lets list those.

  ex me=first/
      first/two: (string) Another property in a propdir.
[Here we see that the sub-property 'one' is gone, as we expected. Let's see what happens when you erase a property that has sub-properties.

  @set me=first:
  ex me=/
      second: (string) another property.
The property 'first' is gone.

  ex me=first/
      No properties listed.
And the subproperty it had is gone too! Let's remake the 'first' prop.

  @set me=first:again, a property.
  ex me=/
      first: (string) again, a property.
      second: (string) another property.
We have two properties again, and no sub-properties. It should be noted that sub-properties can have sub-sub-properties, and they can contain even subbier properties, and so on and so forth.

  @set me=first/one:uno
  @set me=first/one/example:dos
  @set me=first/two/example:tres
  @set me=first/one/example/cat:meow
  ex me=first/
      first/one/: (string) uno
      first/two/: (no value)
  ex me=first/one/
      first/one/example/: (string) dos
  ex me=first/one/example/
      first/one/example/cat: (string) meow
There is a special case in examine to let us list ALL the properties and sub-properties of a prop. To use it, we just specify '**' as a propdir. For example, to list all sub-properties and sub-sub-properties, etc., under 'first', you would do the following:

  ex me=first/**
      first/one/: (string) uno
      first/one/example/: (string) dos
      first/one/example/cat: (string) meow
      first/two/: (no value)
      first/two/example/: (string) tres
Let's delete all the properties on the object, now. To do that, we specify no property name or value when we use @set. Nothing but a colon.

  @set me=:
  ex me=/
      No properties listed.
All gone!

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@FIND

@find [name] [= flags/types = [output type]].

Searches through the database for items that you control matching name. Players control only objects they own; wizards control all objects, so @find searches the entire database when they use it. Because the command is computationally expensive, this costs 100 pennies.

Flags or types can be specified to check for or against certain ones. (A "!" before the flag indicates that it is to be excluded.) A "U" in the flags list indicates an unlinked item. An "@" matches only objects unused for more than 90 days. The output types that can be specified are owners, links (which outputs either *UNLINKED*, the object to which the item is linked, or *METALINK* for exits linked to more than one thing), and location.

The matching on names is as follows:

Any of these special charcters can be matched by putting a \ before it.

Examples of use:

"@find north = EU = location"
will find all of your unlinked exits named "north" and print them along with their locations.
"@find {big|little} = R!L"
finds all your rooms whose names contain "big" or "little" and are not LINK_OK.
"@find w[ei]ll"
will find everything you control whose name contains "will" or "well."
"@find =E=links"
will list all exits that you control, and display where they are linked to.
"@find button==locations"
will list all objects you control with 'button' in the name, and it will display where thay are located at.
See also @OWNED, @ENTRANCES, @CONTENTS.

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@entrances

@entrances [object] [= flags/types = [output type]].

Searches through the database for items that you control linked to object. Flags or types can be specified to check for or against certain ones. (A "!" before the flag indicates that it is to be excluded.) A "U" in the flags list indicates an unlinked item. An "@" will match only objects that have been unused for more than 90 days. The output types that can be specified are owners, links (which outputs either *UNLINKED*, the object to which the item is linked, or *METALINK* for exits linked to more than one thing), location and count.

Valid flags: ABCDHJKLMQSW

Flags of E, F, G, P, R, and T will match Exits, programs, Garbage, Players, Rooms, and Things, respectively. U will match unlinked objects. O will match Old objects unused for longer than 90 days. 0, 1, 2, or 3 will match Mucker or Priority Levels

Example: '@entrances here=ED=location' Will list all Dark Exits that are linked to your current location, giving the location of each one.

See also @FIND, @OWNED, @CONTENTS.

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~~

@CONTENTS

@contents [object] [= flags/types = [output type]].

Searches the given object for items & exits that match the given flag string. Flags or types can be specified to check for or against certain ones. (A ! before the flag indicates that it is to be excluded.) A "U" in the flags list indicates an unlinked item. An "@" matches only Old objects, unused for more than 90 days. The output types that can be specified are owners, links (which outputs either *UNLINKED*, the object to which the item is linked, or *METALINK* for exits linked to more than one thing), location and count.

Valid flags: ABCDHJKLMQSW

Flags of E, F, G, P, R, and T will match Exits, programs, Garbage, Players, Rooms, and Things, respectively. U will match unlinked objects. O will match Old objects, unused for more than 90 days. 0, 1, 2, or 3 will match Mucker Levels or Priority Levels.

Example: '@contents here=DE=owner'

Will list all Dark Exits who's source is your current location, giving the owner of each one.

See also @FIND, @OWNED, @ENTRANCES.

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@when

@when object.

If you control the object, this will display the flags, ownership, and timestamps associated with that object. If you do not control it, you are only told the object type and ownership information. This command works with either a dbref or an object name.

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@purge

@purge player=yes.

Recycles all objects owned by that player, but leaves the player. You must specify 'yes' in order for this to take. WARNING: Make sure the player owns no public rooms or areas. Only a wizard may use this command.


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Page created by Telzey, and maintained by Tugrik d'Itichi.
Comments/Questions/Flames to: FMPages@furry.com