338 lines
13 KiB
Plaintext
338 lines
13 KiB
Plaintext
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.
|