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- COMMANDS
- --------
-
- Terminology:
-
- + MUCK additon
- * Wizard only
- # Restricted with GOD_PRIV
- B Builder command -- may be restricted
- P Programmer command -- restricted unless MUCKER_ALL
- ~ Optional
- % Special
-
- @ACTION [+B]
- @action <name>=<source>. Creates a new action and attaches it to the
- thing, room, or player specified. 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.
-
- @ATTACH [+B]
- @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.
-
- @BOOT [*]
- @boot <player>. Disconnects a player from the game. If a player is
- connected more than once it affects the most recent connection.
-
- @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.
-
- @CREATE [B]
- @create <object> [=<cost>]. 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.
-
- @DESCRIBE
- @describe <object> [=<text>]. Sets the description field of <object>
- to <text>. If <text> is not specified, the description field is
- cleared.
-
- @DIG [B]
- @dig <room> [=<parent>]. Creates a new room and sets its parent. If
- no parent is given it defaults to the global environment which is
- typically room #0. Digging a room costs 10 pennies, and you must be
- able to link to the parent room if specified.
-
- @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.
-
- @DUMP [*]
- @dump. Saves the database to disk. This is done automatically every
- hour or so, and after an @shutdown.
-
- @EDIT [+P]
- @edit <program>. Searches for a program and if a match is found, puts
- the player into edit mode. Programs must be created with @PROG.
-
- @FAIL
- @fail <object> [=<text>]. Sets the fail field of <object> to <text>.
- If <text> is not specified, the fail field is cleared.
-
- @FIND
- @find [<string>]. Searches through the entire database for rooms,
- things, players, and programs you control, optionally matching their
- names to <string> if given. This usually costs at least a penny due
- to the computing power involved.
-
- @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.
-
- @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.
-
- @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.
-
- @LOCK
- @lock <object>=<key>. Sets the key for <object> to that specified by
- <key>. <key> is a full boolean expression, which may contain any of
- the characters: ! | & ( ).
-
- @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.
-
- @NEWPASSWORD [*#]
- @newpassword <player> [=<password>]. Sets the password field of
- <player> to <password>. If <password> is not specified, the password
- field is cleared. A player with no password cannot rename
- him/herself. If GOD_PRIV was defined, nobody can change God's
- password.
-
- @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.
-
- @OFAIL
- @ofail <object> [=<text>]. Sets the ofail field of <object> to
- <text>. If <text> is not specified, the ofail field is cleared.
-
- @OPEN [B]
- @open <exit> [=<object> [; <object2>; ... <objectn> ]]. Opens an exit
- in the current room, optionally attempting to link it simultaneously.
- Opening an exit costs a penny, and an extra penny to link it, and you
- must control the room where it is being opened.
-
- @OSUCCESS
- @osucc <object> [=<text>]. Sets the osuccess field of <object> to
- <text>. If <text> is not specified, the osuccess field is cleared.
-
- @OWNED
- @owned [<player>]. Lists everything you own, or Wizards may specify a
- player argument. This list includes exits, unlike @FIND.
-
- @PASSWORD
- @password <old>=<new>. Change your password.
-
- @PCREATE [*#~]
- @pcreate <player>=<password>. This command is only used under the
- compile option REGISTRATION. Create a new player named <player> with
- <password>.
-
- @PROG [+P]
- @prog <program>. Create a new program, or enter edit mode on an
- existing one. See @EDIT and Programmer's Reference.
-
- @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.
-
- @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], or JUMP_OK.
- Optional flags which may or may not be on a given site are:
- BUILDER, CHOWN_OK, HAVEN, ABODE, or MUCKER.
- 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.
-
- @SHUTDOWN [*]
- @shutdown. Dumps the database and shuts the game down.
-
- @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>.
-
- @SUCCESS
- @succ <object> [=<text>]. Sets the success field of <object> to
- <text>. If <text> is not specified, the success field is cleared.
-
- @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.
-
- @TOAD [*]
- @toad <player>. Turns <player> into a slimy toad, destroying his/her
- character and disconnecting him/her from the game.
-
- @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 ***.
-
- @UNLINK [B]
- @unlink <action>. Removes any and all destination fields of the
- specified <action>.
-
- @UNLOCK
- @unlock <object>. Removes any and all locks on the specified
- <object>.
-
- @WALL [*]
- @wall <message>. Shouts a message to every player in the game.
-
- DROP
- 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.
-
- EXAMINE examine <object>. If you control <object>, a complete
- breakdown of all fields, flags, properties, etc. associated with the
- object is displayed. 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.
-
- GET
- 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.
-
- 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.
-
- GOTO
- goto <direction>. Attempts to find an exit by that name. Goto is
- unnecessary and much like LET in Basic (read: silly).
-
- GRIPE
- gripe <message>. Sends <message> to the system maintainer.
-
- HELP
- help. Displays the help file.
-
- INVENTORY
- inventory. Lists the objects you are carrying, as well as how many
- pennies you have.
-
- KILL
- 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.
-
- LOOK
- 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.
-
- MOVE
- move <direction>. See GOTO.
-
- MAN [+]
- man. Displays the programmer's manual or a quick reference.
-
- NEWS
- news. Displays the game's news file.
-
- OUTPUTPREFIX
- OUTPUTPREFIX [string]. Must be in all capitals, and must be typed in
- full. This prints the given string before the output of every
- command.
-
- OUTPUTSUFFIX [string]. Must be in all capitals, and must be typed in
- full. This prints the given string after the output of every command.
-
- PAGE
- page <player> [=<message>]. Costs a penny, and sends your name and
- location to <player>, optionally passing them <message> as well. A
- player who is set HAVEN cannot be paged, and will not be notified that
- you tried.
-
- POSE or :
- :<text>. Displays your name, followed by <text>.
-
- PUT
- put <object>. See DROP.
-
- QUIT
- QUIT. Logs you off the game. Must be typed all capitals.
-
- READ
- read [<object>]. Synonym for LOOK.
-
- ROB
- rob <player>. Attempts to steal a penny from <player>. The lock on
- <player> is checked, and you succeed or fail appropriately. If you
- succeed, the message `You stole a penny.' is always displayed.
-
- SAY or "
- "<text>. Displays the message, <player> says, "<text>".
-
- SCORE
- score. Displays how many pennies you have.
-
- TAKE
- take <object>. Synonym for GET.
-
- THROW
- throw <object>. Synonym for DROP.
-
- WHISPER
- whisper <player>=<message>. Gives <player> a private message,
- undetectable by others in the same room.
-
- WHO
- WHO [<match>]. List names of the players logged in, and their idle
- times. If <match> is specified, only names that start with <match>
- are displayed. Must be typed in all capitals.
-